Megaman Battle Network 6 Renowned Folder FAQ __ __ __ __ ___ _ _ _ | \ \ ___ ___ ___ | \ \ ___ ._ _ | . > ___ _| |_ _| |_ | | ___ | |/ ._>/ . |<_> || |<_> || ' | | . \<_> | | | | | | |/ ._> |_|_|_|\___.\_. |<___||_|_|_|<___||_|_| |___/<___| |_| |_| |_|\___. <___' _ _ _ _ | \ | ___ _| |_ _ _ _ ___ _ _ | |__ | |/ ._> | | | | | |/ . \| '_>| / / |_\_|\___. |_| |__/_/ \___/|_| |_\_\ ________ | | | |¯¯¯¯¯¯ | |______ | |_____ | | |_____|| |________| This FAQ is brought to you by Jared Ramos (Asakura Yoh) Version 1.0 ============ June 12 2006 ============ - Added Table of Contents - Added Introduction - Added Essentials of Proper Folder Construction: Redux - Added Terminology and Tips section - Added Folders section ============ July 1, 2006 ============ - Added folders up to section V, subsection j ============= July 12, 2006 ============= - Completed version 1.0 of the FAQ Version 2.0 =============== July 14th, 2006 =============== - Version 2.0 Completed: Includes Fun Folder section Version 2.5 ==================== October 19th, 2006 ==================== - Version 2.5 (Revised) Completed. Including: - Terminology revision - Cross Cancelling - Staples to folders - Revised descriptions of Judgeman, Killerman, Elementman, ElecPulse section, defense section - Field Obstacle Limit added to Terminology - Added "Liquifier" to the Fun Folder Section - Added "Rattle Snake" to Fun Folder Section - "Conflagration" moved to Renowned Section Version 3.0 (Final, perhaps) ================== October 22nd, 2006 ================== - Field Obstacle Limit information completed - Revised rundown on "Einherjar's Judgment" ================== January 31st, 2007 ================== - Removed "USE THIS" from the Renowned section - Added "Endgame" to the Renowned section - Changed The Fourth Spell to "The Fourth Spell: Custom" =============== March 2nd, 2007 =============== - Added "Neurotoxin" to the Fun Folder Section; name changed to "Mercurialism" - Added "The Tides of Battle" to the Terms and Tips section ================= August 26th, 2007 ================= - Fixed Field Obstacle Limit section, Defense section, Killerman and ElecPulse descriptions - Added Cataclysm Spiral to the Renowned Section - Added Hellz Rolling to the Renowned Section - Changed RFF to vFINAL. There can be more additions, but I think this is the last major update! ------------------------------------------------------------------------------- Table of Contents: I. Introduction II. The Essentials of Proper Folder Construction: Redux III. MMBN6 Terminology and Tips IIIa. The Navi Customizer IIIb. Program Advances IIIc. Chip Order System IIId. Defense, expanded IIIe. The MB system IIIf. The Element System IIIg. The ElecPulse series IIIh. WhitePill IIIi. The Terrible Trio IIIj. Flashbomb IIIk. FstGauge and FullCust IIIl. ElementTrap IIIm. Anger mode- Taking hits to give hits IIIn. Pill popping, and how it's bad for you IIIo. Terminology IIIp. Cross Cancelling- A way to escape paralyzation! IIIq. Staples to folders IIIr. The Field Obstacle Limit, and obstacles in general IIIs. The Tides of Battle IV. Crosses and Beast Out IVa. Falzar version IVb. Gregar version V. Folders Va. The Fourth Spell Vb. Einherjar's Judgment Vc. Hole-y Hell Vd. Twisted Tantrum Ve. Silver Weapon Vf. Atlas Vg. Diamond Weapon: Absolute Vh. Mad Train Runnin' Vi. Siberian Sentence: Ice Breaker Vj. Noise Wheel Vk. Crossed Blades Vl. Searing Cold Vm. Seventeen Soldier Salute Vn. Lightning Elemental Vo. Conflagration Vp. Endgame Vq. Catacylsm Spiral Vr. Hellz Rolling VI. Fun folder section VIa. Snakes on a Train VIb. C-SPAN VIc. Ruby Weapon VId. Spectrum VIe. Come Pollinate Me VIf. Hematite Weapon VIg. Shifty Eyes VIh. Liquifier VIi. Rattle Snake VIj. Mercurialism VII. Navi Customizer Set Ups VIII. Frequently Asked Questions (FAQs) VIIIa. Japanese-North American name changes VIIIb. North American removals VIIIc. Supervulcan VIIId. Glitches in game VIIIe. E-readers IX. Credits X. Contact Info XI. Legal Jargon ------------------------------------------------------------------------------- I. Introduction Hi, and welcome to the Megaman Battle Network 6 (or Rockman EXE 6) Renowned Folder FAQ. The MMBN series has always been a very popular game for the GBA. But one of the most important things in the game is usually overlooked: the folder the player is using. Your folder is the key to your survival when playing the game and attempting to complete all the trials the game has to offer. The purpose of this FAQ is to help people learn how to build better folders, provide templates of tried and true folders, and to help people sate their completionist desires! I should leave one note, though. Most folders in this FAQ are made and considered with the intent of them being used in a netbattle. Anything can defeat an in-game navi--netbattles are the true test of skill. With this being said, we should move onto the basics of building a good folder, shouldn't we? ------------------------------------------------------------------------------- II. The Essentials of Proper Folder Construction: Redux A. Focus/Basis This is what deals the damage in your folder, your bread and butter. A focus is the most important part of any folder, because without a good damage source, how is a folder good? To go in depth, a focus should deal moderate to high damage, and should have multiples in the folder. That way it will appear more often, can be used again if you miss, and can ensure your enemy's defeat. However, since our last title, Program Advances (PAs) have been limited to the use of one copy per battle. As such, chip combos and crosses have become the basis of folders. Example: Snakes in a Snake type folder B. Support Of course, your focus won't always hit. This is where support comes in! Support chips can be any chip, whether it be offensive, defensive, or anything that makes your focus easier to use effectively. I say this because in the past, and especially in MMBN6, some very odd chips can prove to be great support. Keep an eye out and test all chips to see if there is any synergy with your focus! Example: AreaGrab in a LifeSword folder C. Defense Usually a very important part of any folder, defense has been downgraded in this game. It is still very important, but many of the staple defense chips of the past have been made nigh useless this time around. After testing things in a real netbattle situation, I find that Invis and AntiDmg in tandem work better than either alone. If you go by a standard of four defense chips per folder, two Invis and two AntiDmg work very well. Sadly, you cannot use Time Freeze Counter to stop things like Judgeman/Killerman with AntiDmg- the trap only sets once time unfreezes. However, with some further testing I'll confirm this: if you counter something like Judgeman with Invis, you'll be Invis while paralyzed, effectively wasting their paralyzation in most situations. Example: Invis, Barrier series, AntiDmg, Panel Breaking D. Speed and Fluidity And what use would a folder have if it did tremendous damage, but took three turns to set it up? If a folder isn't fast enough, it will be destroyed. This is very simple to help or hinder; a folder should only have one to two codes, and chips like FstGauge and FullCust are very useful. However, that's not the only thing to worry about in terms of "speed". The Fluidity of a folder is also key. To be succinct about this, not all chip combos can be used quickly, even if the folder has one code and all the gauge chips. The Meteoric Hell of yesteryear was a fluidity nightmare, as is any folder that relies on grabbing the enemy's area more than once. Make sure your chip combos aren't deathly hard to use. Example: Areagrabbing folders-- Snakes, to some extent. E. Utility One could say the utility of a folder is the folder's adaptability. As always, battles are very hectic. There can be stage changing, loss of panels, Sensors cutting off part of your area, time freezing chips, Beast Outs, and more. A folder with all of the above might be good, but can it adapt to a variety of situations? Or will one thing flat out destroy it? Again, this is another part of the grand scheme of folder creation. Example: Airhockey/Obstacle folders. If someone focuses on destroying panels, your strategy is completely shut out, while theirs is only becoming stronger. F. Beast Out and Crosses And finally, we come to the new addition to these games: the Beast Out system and Crosses. Crosses are like the soul unison system in the previous two games with a twist. The Crosses have more abilities than the old souls, and you do not need to sacrifice a chip (or its space in your folder and chip selection) to use them. They are very powerful, but with one key fault: now every cross has a weakness. Not only are you hit for double damage if hit by the weakness of your cross, you're knocked right out of that cross! You also can not use Full Synch when in a Cross. So beware. Beast Outs are another transformation. This one does require a chip slot from when you send your five chips to Megaman, but all you have to do is click the Beast Out button on your custom screen. There's a Beast Out specific to each version, and each has their own abilities. However, one thing from both Beast Outs is great no matter what: the fact that a Beast Out automatically aims the chip you're using. Beast Outs CAN use the power of Full Synchro, so keep that in mind. Beast Outs last three turns, however. Once those three turns are up, you'll lose your Beast Out (and cross, if you're using a Cross Beast). When you leave Beast Out, you'll be in Tired Mode. You can't use Full Synch in this mode, even if you counter. You can transform for one more turn, called "Beast Over". You're invincible during this transformation, but you don't have control over yourself. However, when in Beast Over mode, chip attacks have double attack power. Once that turn ends (which is ended the second your gauge fills, no matter what), you lose the transformation again, and enter "Very Tired" mode. You can't use Crosses, your buster's power drops, and you lose HP. Do NOT let this happen, or you're as good as deleted. Finally, you can mix Crosses and Beast Outs to create Cross Beasts. These have both the abilities and weaknesses of Crosses, the auto-aiming of Beast Outs, but one ability is the most important. By charging a null element chip, you can unleash a very powerful buster shot custom to each Cross Beast. These can also support a folder. In fact, all of these new additions support a folder. They should be taken into consideration when you build a new folder, as each of them has some great abilities, but fatal flaws as well. ------------------------------------------------------------------------------- III. Megaman Battle Network 6 terminology and tips To keep this part short and sweet, there are some terms the users of these boards and more use to make things easier to say. There are also some tips for the new netbattler here as well. Reading through this section is highly suggested. IIIa. The Navi Customizer The Navi Customizer (NC) has been here for a long time, now. Of course, it has changed from game to game, but it has been given the biggest make over ever in MMBN6. Of course, you have your colors-- you're allowed to have four different colors in the customizer before you begin to have glitches. Solid programs must be placed ON the command line; textured programs must be placed off the command line. Oh, and the command line is that double lined row in the middle of your customizer. Finally, programs of the same color cannot touch. But the new addition is "off grid" spaces for the customizer. You can now place programs OFF of the memory map of the NC! That means there's an extra 5 spaces for programs on each end of the customizer. But remember, FIVE spaces. The corners of the NC have no off grid spaces. And though this grants you more space for programs, placing programs off the grid creates glitches. These glitches CAN be nulled by the one and only BugStop program, so learn to love it. IIIb. Program Advances (PAs) And PAs are still around in this game. Three or more chips that form together to create a single, more powerful chip. Take LifeSword for example: Sword, WideSword and LongSword would normally do 260 damage, and that's IF you hit with all three! LifeSword, however, does 400 damage, and has a range of 2x3 panels. On the flip side, you can only use one copy of LifeSword or ANY PA in a single battle from now on, so PAs have been relegated to mere support damage. However, they're still a welcome addition if they fit into your folder! IIIc. Chip Order System And as always since MMBN3, there's a chip order system. You can buy chips you have in your library, sometimes in a code that is better for a folder! Alas, you can no longer dump chips into the trader to have them restock in the order system. However, it's still something to keep in mind! IIId. Defense in its entirety Honestly, in this game you must look at defense in all its aspects to truly create a good folder. Here the different forms/classifications of defense and defense breakers will be explained. A- Invis Invis turns Megaman "ethereal", if you want to be technical. Thus, physical attacks usually won't hurt him. However, a lot of chips in this game can now go through Invis. These are called Invis Piercers. JudgeMan, KillerMan, Sensor, and more fall into this category. Also note that the Rush program stops Invis users in their tracks, and paralyzes them to boot. Invis is actually pretty good. The simplest way to get around rush is to select Fullcust, then Invis. Use both, when you're paralyzed, just Cross Cancel. =P Barriers also work well, so FirstBarrier has uses. B- Flinch Flinching is the three seconds of blinky invincibility granted to Megaman after being hit with a strong attack. This IS a form of defense, but it's basically Invis to a lesser extent. As such, any Invis Piercer can pierce flinching. WhitePill is a chip that turns any chip before it into a paralyzing chip, so that can remove the threat of flinching; however, most chips in this game cause flinching, so that's something to be wary of. C- Barrier/Aura/AntiDmg Barriers are okay, but hard to use. They're more or less best for TFCing one's Killerman, because he goes through layering Invis and AntiDmg. But because Tengu Cross knocks them away, they're basically worthless outside of TFC. Auras fall into much the same category. AntiDmg is a great defense. The buster no longer pops it, it has to be the charged buster. You can use it as a TFC against Judgeman and a lot of time freezing chips, specifically pesky giga chips. It even removes you from the field for a while when you counter with it, so it's a very nice chip. Keep in mind that cursor type chips remove traps, so they're something you want to use and dodge at the same time. I'll note some: Cursor: Killerman, MachGun series, CircGun, Magnum Killerman is a hell of a chip. He'll go through Invis, AntiDmg, and almost anything. D- Shield/Reflect/AntiDmg Navi Cust Program This does fall under defense, because there's a specific chip type that breaks these. Breaking chips like Airhockey, DrillArm, and Aurahead all go through the shields of Megaman and enemies alike. However, let me note some limits on the defensive NCPs. 1- They installed a lag time between uses of Left+B programs. That works the same on Tengu Cross' wind effect, too. You have to wait one full second before you can use the Shield/Reflect programs again. That stringing is gone. 2- They can be broken with breaking chips so metagaming is important. 3- Crosses and Beast Out NEGATE THESE PROGRAMS. Meaning once you use them, you can't use those as defense any more. Bad, bad, bad. Final thoughts on these: Shield is not so bad, honestly. You only see so many of these types of attacks in actual netbattles. It's something to think of if you play sans Cross often enough. Note that the Boomer series and Lance go through Shield without being breaking type chips. AntiDmg has the same lag time and is negated by Crosses/Beasts, but it's a better form of defense in general. The program is unwieldy. Use at your own discression. If you have a Cross-less folder like The Fourth Spell, the on the spot defense things like Shield or AntiDmg give is actually very nice. It puts some of the rhythm of battle in your hands no matter what the circumstance. Just be wary of using Beast Out! E- The breakers 1- Piercers: These go through flinch/Invis. Examples: Judgeman, Killerman, Sensor, ElecPulse, V-Doll, GunDelSol 2- Breaking chips: These break shields Examples: Airhockey, DrillArm, AuraHead, Sensor, IronShell Final thoughts on defense: I find a mix of AntiDmg and Invis to be the most useful. If you can fit both, it's better than one or the other. That makes it hard; an average of four defense chips per folder means you're gonna have 2 Invis, and 2 AntiDmg. Depending on folder type, Shield might be useful. IIIe. The MB system This is nigh the most important change to folders since MMBN3/4. Now a chip's MB rating affects more than just its preset capacity, it affects how many can be put into a folder! But first, let me go into the tag system. Tag system: Simply put, you can tag two chips. If one of the tagged chips comes up, the other chip will too. The combined MBs of the two tagged chips cannot exceed 60 MB, however. Chip limit system: 1-19 MB: 5 copies of a chip in the folder 20-29 MB: 4 copies of a chip in the folder 30-39 MB: 3 copies of a chip in the folder 40-49 MB: 2 copies of a chip in the folder 50 + MB: 1 copy of the chip This applies to all chips, even Mega Chips. This means we can now build some stronger folders than previously allowed since MMBN4/5! Rejoice, folder fans, because this system is not only a release from the past strangle hold, it's also balanced. IIIf. The Element System Now that every cross has an element to it, and you can be knocked out of the cross and hurt for twice the damage, the element system is very important. Some elements are very common in folders, like Swords and Elec attacks. As such, the crosses weak to those are at a disadvantage if they're the basis of your folder. Here is the cycle of it: Sword > Wind > Target > Breaking > Sword If you don't understand that, let me explain. Sword beats Wind, Wind beats Target, Target beats Breaking, Breaking beats Sword. The rest of the elements should be self explanitory, but if you'd like: Heat > Wood > Elec > Aqua > Heat Know these well, because these will beat your crosses. And we should know how integral crosses can be to a folder. AquaCross and TenguCross might be at a big disadvantage because of how common Elec and Sword type chips are in folders--imagine taking 800 damage from LifeSword instead of 400. Ouch? Yes. IIIg. The ElecPulse series We've all been in love with Elec chips and paralysis since MMBN2, since an enemy that can't move can't fight back. So you win easier. And in MMBN6, this new series of chips more than delivers! Each of the ElecPulse series (1, 2, and 3. Wow!) has its own effect. ElecPulse 1: Invis Pierce, Paralysis ElecPulse 2: Invis Pierce, stops them from flinching, fan effect ElecPulse 3: Causes an HP bug in the opponent. VERY useful. And they all come in J code, forming the PA DestroyPulse. Destroy Pulse: 400 damage, pierces Invis, flinch, blinds, causes an HP bug in normal battle AND the Custom Screen. Note that is does NOT go through Status Guard, and does NOT go through Shields or AntiDmg. IIIh. WhitePill We all hate making our opponent flinch while doing damage, don't we? That gives our enemy valuable time to defend themselves and set up their own strategy. Well, this nifty little chip can stop it for some time! WhitePill is an adaptation of Meddy Soul's paralyze pill from MMBN5. Select this chip after any chip that has a damage rating, and the chip will paralyze the opponent! Imagine the things you can do when any chip you throw can paralyze your foe. Remember that it takes up an entire chip slot for NO damage, though. It's up to you if you want to use it, but this will show up in a LOT of folders. IIIi. The Terrible Trio Killerman, Judgeman, and Elementman come in * code from a specific job. All of these navis have a nifty ability to them, so let's look at each one separately. Elementman- This guy can use any of the four basic elements, making him useful as a Cross crusher. Not only that, his Wood attack sets the entire stage to grass panels. His Aqua attack sets the first three panels in front of you to ice. His Elec attack breaks the row three panels ahead of you (so if you're in your front column, it breaks their back column). His fire attack homes in, I think. Useful. Judgeman- He pierces Invis, and does Elec damage. That's just plain useful. Not only that, but if you've lost area, he'll create books on each panel, and they home in to hit the enemy. Once the attack is over, it returns your lost panels to you. Nice! Killerman- ...This navi is just plain evil. You can control where you aim him, making it hard to dodge him if you know what you're doing. The beam has no range limit. He pierces Invis and flinch, and paralyzes. He breaks at times, but does not do breaking damage through Shields, frozen opponents, or crosses. He's what we'll call "de-facto super piercing", as Super Piercing has been removed since EXE4 began. IIIj. Flashbomb This chip is a thrown attack. As such, you might not think much of it. But if it doesn't land on anything and remains on the field for one second, it will explode. It does minor damage, but more importantly, it pierces Invis and Flinch, and paralyzes. Yet another attempt at removing those pesky defenses, my friends. IIIk. FstGauge and FullCust As always, FstGauge and FullCust play a huge role in battle. The soul system of old was dependant on turns. Removing a soul faster with FstGauge/FullCust was very helpful, or Slowgauge for keeping a soul. However, in this, it's far more important. Why? Because the power of Beast Out far outclasses the three turns of soul unison. You have autoaiming, a powerful charge shot, Super Armor or Omnishoes, and a rapidfire buster. If you're using a last ditch Beast Over, SlowGauge leaves you in it longer. The strategy of the gauge, and especially FullCust is changed-- you might want to hold onto FullCust if you get it, just to use it when they finally Beast Out. IIIl. ElementTrap This unique chip works like the trap chips, but not exactly. Your opponent has to use one of the four base elements (Fire, Aqua, Elec, Wood). It then counters by hitting your opponent with the same element, and it hits their entire field to boot. Fire and Aqua flinch, wood does not, but Elec actually paralyzes! Sadly, it won't stop your damage or paralysis, but it will stop them from taking advantage of you while you're immobile. It's an option that might work well in any folder. Because remember, all you have to do is dodge their attack (if possible =P). This chip is VERY useful in netbattles, as a nice way to punish your enemy. Fire- Flinching Aqua- Flinching Elec- Paralyzes Wood- No flinch, confuses IIIm. Anger mode- Taking hits to give hits When Megaman is hit with a strong enough attack (300-350 damage, this needs testing), he will enter anger mode. This makes your next attack do double damage like full synch, but with different rules. Them being that when you get hit again, you don't lose anger mode, which is definitely useful. So sometimes it's better to take some damage, so you can return it to them two fold! Even more strategy to think of. It can also be activated by taking about 5 hits without retaliating-- I wonder if taking a Vulcan2 to the face automatically does it for us? Also note that I think it automatically happens after being paralyzed by an attack. Exact conditions: - 300 damage (very sure), - Being paralyzed and taking many hits while being paralyzed. IIIn. Pill popping, and how it's bad for you This is talking about Whitepill, folks. This nifty chip adds the effect of paralysis to a chip selected before it. Fun, no? It can remove flinching, and set up for a lot of new attacks. However, it isn't God of netbattles. It won't solve every single problem, and it's limited to three per folder. It's a good chip, but not the end all. Don't think having Whitepill makes your folder great, or that it will win a netbattle for you. Always beware. Use WhitePills at the right time, like on a Beast Out chip before using a clincher attack. IIIo. Terminology You might stumble across some odd terms of which you don't know the meaning. These were made to save many of us who tested the time of typing out confusing sentences and such. Here are the definitions. Flinch- Flinching is when Megaman cringes and blinks invincible after an attack. A flinching chip causes this to happen. "Piercing" chips such as Judgeman and Killerman go through this. Akin to Invis. Stun- This is the cringing part of flinching, sans the blinking invincibility aspect. These can be useful in keeping your opponent at bay. Usually, multi hit chips such as Airhockey, Drillarm, and Supervulcan cause this. Paralyze- Either from Whitepill, countering, or a paralyzing type chip, Megaman flashes yellow and is completely immobilized for two seconds. Time Freeze Counter- When in a netbattle, you can counter time freezing chips with your own. Press A when the screen is dim, and you'll see two exclamation points appear above Megaman's head. You will automatically use your chip during the sequence of stopped time initiated by your opponent. A good example of its use is to use Antidmg when you see your enemy using a navi. However, note that many chains of TFCing can be done, and the original chips will disappear with no effect after that. Example: Areagrab to counter opponent's Areagrab - He counters with Barrier - You counter with a navi chip. Both of your Areagrabs will disappear without being used, and your navi chip will go off before his barrier, memory serving. Forgive me if I'm wrong. Rows and Columns- You've probably heard of "Row locking" and "Column locking". Well, those are confusing for everyone. Let me make a diagram of the battle field, and explain what each is. [a][o][o][o][o][a] [a][o][o][o][o][a] [a][o][o][o][o][a] Now, going from left to right, you have a row. So obviously, row locking means they can't move up or down-- they're caught in a row, so they can only move left or right. This can be accomplished by chips like DoubleShoot, Sensor, or obstacles. Going from top to bottom, you have a column. Thus, column locking means they can't move left or right; only up and down. This can only truly be done by using Areagrab. Even if you use TripleShoot, you have to Areagrab once to make sure you can remove the rest of their area. Note: The columns marked with "a" can NEVER be stolen with Areagrab. If you want to use Color/DoublePoint, make sure you have more than one row. IIIp. Cross Cancelling- A way to escape paralyzation! Okay, we all hate getting paralyzed. Sure, when you get out of it, you get a free 2x to attacks due to Anger Mode, but it can seriously leave you hurting. This is an important, IMPORTANT tip: going into a Cross, or changing them NEGATES paralysis. Meaning if you're paralyzed, and you go to the custom screen and choose a cross, you're free to move again. Cross Cancelling (CCing) extends to more than just paralysis! You can CC out of being frozen, flinching, stun, or even the middle of your own attacks (like when you stand still for MachGun). This is a techique all competitive battlers will use, so keep it in mind when you're using FstGauge and the like. You can even use FullCust with Invis to CC out of a Rush. IIIq. Staples to folders Well, as in all games where you have to deal with randomly drawn hands, you have some things you want in ALL constructs. The same applies to EXE, so let's see what some useful chips are. Some of these you should try to fit in if they come in code, so they're "semi staple" Killerman, Judgman, Elementman- Duh. These chips have a variety of good effects, and are great. ElementTrap- Honestly, even if it doesn't stop attacks, it's a viable source of defense by punishing the enemy. Invis and AntiDmg- good sources of defense. You always want SOME defense. Areagrab- ...Come on, it restricts their area and increases your own. It's something that belongs in EVERY folder. BubbleStar- The higher versions move fast, and the motion of it makes it hard to dodge if used in the middle panel. It's stopped by obstacles, though. Anyway, the fact that it traps the enemy in a bubble is useful. If it's in code, try it. FullCust- Even in slow type folders, it can shorten a Beast Out. It can really screw with an opponent's strategy, too. ElecSword- Only if it's in code, but it does Elec damage, sword damage, and paralyzes your opponent. That's always useful. Beast out makes this an evil chip. Barriers- Barrier kinda sucks, but it's useful for stopping some annoying attacks like Killerman or ElecPulses. Beware of wind. IIIr. The Field Obstacle Limit, and obstacles in general If you like to use obstacles, you might have noticed that when you put too many on the field one of the obstacles goes poof and the new one replaces it. This is due to the Field Obstacle Limit (FOL). That sounds odd, doesn't it? Well, it's actually very simple. We'll say that every obstacle is worth a certain amount of "points". There's a limit to how many points you can have- up to three. If you exceed it, the previous obstacle is removed. It's important to keep that in mind if you play with Dust Cross, or an obstacle heavy folder. The music chips such as Timpani are special cases as well, as they count as one point, but one music chip will always replace another. No more than three obstacles out at once-- Say, two RockCubes and on Silence. I'll also list chips that count as obstacles, and how many points each obstacle is worth. I need to check with people to get all this ironed out, as this is more of something you find out by testing a lot...so bear with me if I'm wrong. I apologize for any incorrect listings. RockCube: 1 Point. 200 HP. Airwheel: 1 Point. 200 (?) HP Music chips: 1 Point. 60 HP. Timebomb: 2 Points (?) 60 HP AirRaid1/2/3: 2 Points (?) 40/50/60 HP Flashbomb: 1 Point (?) 10/50/70 HP Sensor: 2 Points (?) 30 HP. Blackbomb: 2 Points (?) 90 HP LilBoiler: 3 Points, no HP limit Wind/Fan: 1 Point, 60 HP VDoll: 2 Points, one hit limit Guardian: 10 HP, 2 Points. Anubis: 2 Points Poison Pharaoh: 3 Points BODY GUARD: 2 Points, no HP Oddly enough, BodyGuard counts as an obstacle! While the Shurikens are being thrown, if you place something like Sensor, the Shurikens stop falling. Thus it is assumed Bodyguard counts as a 2 point obstacle throwing the shurikens. I tested with RockCube, which didn't stop the shurikens. Big thanks to Mercury Wing and xxSniperxx, and especially megarockexe for all this information. You're amazing, rock. IIIs. The Tides of Battle Alright, as cliche as it is, battles have tides. How well you know the system, your folder, and your own skill decides how it flows. Of course, there's luck involved, but no one can control that. So let's forget about that. These are all things to keep in mind when in a Netbattle. This kinda summarizes the things I've said above, but more in depth and practical. Have fun, and thanks for reading. Field control- This entails both Areagrabbing, and the panel type. You want to control the field, because the ground you walk on influences everything. Grabbing their field gives you more area to run around and dodge in, makes most attacks hit more often, and makes it harder for them to dodge. The panel type is also important- Ice Stage seriously messes with their capability to dodge and move the way they want; allowing you to freeze them if your folder relies on it, or actually use thrown attacks the right way. Also note that panel BREAKING is a great way to defend yourself and mess with your opponent. Sensor too, though it was seriously toned down. On the topic of Field Control, make sure you know what chips can give you any degree of field control. The Dragon series in particular help; ElecDragon removes ice panels, which can be beneficial to dodging. Other dragons set their corresponding panel type, save Heat memory serving. ElementMan is also something to consider, especially if you're using an E-coded folder. The grass stage set can ruin your opponent's strategies; no ice on your field, but holes do remain. That might be shooting yourself in the foot with Tornado folders, but this is more along the lines of metagaming once you've fought a particular folder a few times. Also note that wood chips remove Coming/Going Road. They seem to have the elec element. Thanks, RPGs rock and Megarock EXE! Simply put, the one who controls the field controls the battle. MeteoKnuckle, Meteors, ColonelForce and more are all supported by it. Time Freeze Counter- Time freeze chips are nice, but they have a drawback. Time freezing can be countered by other time freezing chips. Areagrab? AREAGRAB! Or any number of things. Keep in mind that chains of countering do happen, and if you keep using those chips, the original chip you counter with is used with no effect. Not that the person who activates the counter gets to use their chip first, so countering a Time Freeze chip with Barrier can do a world of good. As I've seen from my testing, countering with an AntiDmg doesn't work, as the "????" of AntiDmg doesn't set until after time unfreezes, but it's open for more testing. Anger Mode- Most powerful attacks will leave your opponent angered, which can REALLY screw you over. Lifesword? Anger. Powerwave (...you never know)? Anger. But it has to be ONE hit. Multiple hits that add up to a lot of damage, even in time freeze won't do it. But those are iffy. Also note that if a Cross' elemental weakness buffs the damage to >300, it's not going to give you Anger. This also leads to... Crosses- Of course, they support your folder, and make normal Megaman more powerful. But these negate many things. First and foremost, emotions. No anger, no full synch, anything. Shield, AntiDmg? Can't be used. You MIGHT just be hit for double damage, as every cross has a weakness. You can't leave the cross once you're in it, you can only swtich to another cross. The only possibility is Beast Out, but that leaves you with a glaring weakness. Switching crosses DOES remove paralyzation through Cross Cancelling. Be smart about that, though! You can FORCE them to Cross Cancel because people do NOT want to be caught in paralysis/bubbles. This gives them an elemental weakness, and removes the power of emotions; full synch and anger are both out the window. But speaking of Beast Out... Beast Out- Its auto aiming is amazing. A little stupid sometimes, but for the most part, you can rely on it. The special effects are also nice. Falzar's Omnishoes is absolutely amazing, and Gregar's SuperArmor is nice if you don't want to waste NC space on it. The damage boost for null chips is also nice for things like SuperVulcan or ColonelForce. The problem is that once you use it, you have three turns to kick your opponent's ass. Which can really be screwed over by FstGauge, and your opponent might have a FullCust waiting for the very second you Beast Out. Beast Over is also nice in a pinch, if you somehow go to the custom screen as an attack goes off. That happens a lot. Just realize, it leaves you SUPREMELY weak after it wears off. You'll reach 1 HP in seconds. And something I hadn't noticed before is that attack chips will have their damage doubled in Beast Over. Nice. But speaking of custom screen counter...let's call it that! Custom Screen Counter- Well, this is a new idea, but it's great. Let's talk psychology for a second. Most people mash L/R the second the gauge fills. And most people also try to squeeze off on last attack before the gauge fills. Now, 2+2=4, meaning that most of the time, the screen freezes with Megaman preparing to attack, or one flying. This allows you time to prepare what you're going to do, because you know what's coming. Press Select, see what's going on, then set everything up. Hold a directional button so you can move the second the turn begins. Cross countering can be done too. This is a very powerful tool. On this subject, take things like paralysis and BubbleStar into account. Try to let the Bubble/Paralysis last as long as possible before letting another attack go off, so the custom gauge fills more. That way, YOU control the rhythm of battle. They'll be worrying about being caught in the bubble or paralysis, all while you plan things to go your way. Play the gauge- Gauge chips exist for a reason, folks. FstGauge is usually your best bet, but this is because most folders are very direct and you want to attack your enemy faster. FstGauge has a ton of synergy-- turns come faster, so you have more access to chips to attack with. This also lets you defend faster, too. But don't throw FstGauge into every folder! Some folders actually benefit from a slower turn. If you run a poison folder, this is the most obvious case. However, SloGauge also makes Invis a lot less worth while. The turn won't even be half over by the time Invis wears off! But note that even in a SloGauge folder, FullCust is still as useful as ever; it can slay the beast, allow you to finish off an opponent once he's worn down, and still lets YOU set the pace. FstGauge users actually tend to burn through their folder very quickly. This isn't just because they have more turns-- they actually tend to throw chips away because the turn ends before you can use them all. SloGauge allows the time to do what you please. But note that when coming down to the metagame that someone might even wait for you to use SloGauge to counter it with FstGauge; better a NormGauge than a pace you like to work with. So try packing two if the folder allows it. Take flinching, time freezing attacks, and anything that can waste time into account when deciding the pace you like. Thrown attacks- Thrown things, such as Seeds, Bombs, and whatever all take a LOT of time to land. Train yourself to react to that by moving under it the very second you see Megaman rear back to toss something. Taking a little damage to stop whatever they're chucking is better, because you're interrupting their strategy. Also note that Seeds can not be stepped under if your opponent is flinching. You might want to force flinching to toss an IceSeed. You also have about a second (maybe half of one) to attack while the object is flying, like Blackbomb with a FireBurn. Thrown attacks are hard to rely on, and require a lot of setup. Keep that in mind. Chaining- As simple as it might seem, some people don't get it. You want to chain your chips so that more attacks connect, my friend. Too often do I see people planning their attacks to be Killerman-Judgeman-(Atk Chip), when it should be Killerman-(Atk chip)-Judgeman. That way if the attack chip flinches, you'll be able to knock them out of it and keep more attacks coming. This can be fused with forcing a Cross Cancel and playing mind games using the custom gauge as well. Attack Priority- This is kinda of adapted from SSBM's view on it. Priority means which attack will be victorious if both are launched at the same time. Though that's not going to happen a lot, you want attacks with strong priority nonetheless. Swords are fast, but limited in range. Thrown attacks have HORRIBLE priority, and leave you open. Things like Spreader are quick, as they launch quick, travel over a panel in .02 of a second, and are distanced. DollThunder is laggier than Spreader types, as the Doll opens. Tornado comes out as fast as Spreader types, but in its restricted range. BubbleStar 2 and 3 move very fast, and in that parabolic motion. As such, launching it in the middle row means it'll be hell to dodge, especially if you put some holes into their field. Dragon chips, while limited to two copies, have great priority as they begin in the column of your enemy and travel back one. You just summon them and they do their magic. I'm sure you get the gist of it by now; think of the priority of the chips you use in your folder. Bugstop and the NC- Most people pack the NC with as much as possible. That means they're using Bugstop. But remember, Static is good, and the emotion glitch can be a great asset. You also want the NC to support your folder, as Airshoes works well for folders like Hole-y Hell. SuperArmor is also staple, since you don't want to be caught in one place for too long. HP+ can be done, so long as it's PART of your NC, not the entire damn thing. Buster+ is recommended if you have some spare space, because you never know when the buster might save your rear end. On the topic of good glitches, the warp step glitch can actually be very good! It makes it like you have a constant IceStage, without even touching the center row/column. This makes dodging BubbleStar easy, and other attacks as well. It comes at the cost of precise maneuvering to aim your own attacks, but it's yet another thing to keep in mind. This also entirely stops your ability to step under thrown attacks, which can be deadly. More to come? Maybe. Depends on if I get struck with a random stroke of genius. If you see me stark naked and dripping wet screaming "Eureka!", then expect an update! ...That, or I just finished a requisition from a king. =P ------------------------------------------------------------------------------- IV. Crosses and Beast out For quicker reference, the abilities of the Crosses and Beast Out of each game will be listed. Credit goes to Zidanet129 for all of the info, so make sure to thank him. =P The cross beast listing under each Cross describes the charge shot you have when you use Beast Out and a Cross. Also note that you can not use FUll Synch while in a cross, but you can while in Beast Out alone. IVa. Falzar Aqua Cross- The first cross of Falzar version, it's like the Aqua Soul of old. Though it's not horrible like MMBN4's Aqua soul! Aqua Cross has a lightning quick Bubbler charge shot that hits the panel behind whatever is struck. It does 20 damage at Attack level 1, and +10 for each level higher. It charges aqua chips for double damage, and fast as well. When used, aqua chips heal you for 5% HP. You also won't slip on ice. Beware, elec attacks are VERY common, and thus this cross is dangerous. Remember, you can NEVER charge time freezing chips. Cross beast: Launches Aqua Spiral, a water tornado hitting two panels ahead for 10+(10xAttack) non-flinching Aqua damage up to 5 times. Tengu Cross- This is one very nice, as wind has always been powerful. You have Airshoes, so you can walk over holes. It adds 10 damage to any wind chip that doesn't freeze time. If you press Left + B, a fan effect brings the enemy to the front row, and if they're using a barrier/aura, that is blown away. The charge buster, Tengu Racket, blows enemies to the back row. It does 40 damage to start with, and 20 wind damage for each higher buster level. Beware, Lifesword comes in * code in this game, and Slash Cross is common. This cross is powerful, but also very risky. Cross beast: Launches Tengu Storm, firing a tornado that hits two panels ahead of Rockman plus a WideSword range one panel following, dealing 30+(20xAttack) non-flinching Wind damage. Three hits for enemies caught in the WideSword-ranged area. Tomahawk Cross- I wish they'd have picked a new wood navi, but ah well. This cross can charge wood chips to do double damage, so long as they don't freeze time. You can't be affected by negative status effects, like paralysis and confusion. Your charge shot is the Tomahawk Swing, which is a slow swung 2x3 attack. It does 40 damage to start with, and 20 more for each higher level and is wood element. Fire attacks will blast you out of this cross, but fire folders aren't very common. The worst you might have to watch out for is that pesky Elementman *. Cross beast: Launches Wing Boomerang, firing two Boomerangs that start from the top and bottom and circles enemy's back area before returning, dealing 50+(20xAttack) non-flinching Wood damage to anything in the way. Ground Cross- Breaking chips that don't freeze time gain a +10 attack bonus as well as Megaman automatically having SuperArmor equipped. Landing a hit with a breaking chip will cause up to three rocks to fall into the enemy area. The charge shot turns into the Ground Drill, which starts off with 10 damage, and does 10 more breaking damage for every higher buster level. It works like DrillArm, so it hits multiple times. Weak against Cursor type attacks like Killerman, so beware. Cross beast :Launches Drill Drive, with Rockman charging ahead with a DrillArm, in green-glow INVINCIBILITY, hitting each panel a head of him with two hits of 90+(20xAttack) Breaking damage. Dust Cross- This cross is...wierd, to say the least. You can 'recycle' up to five chips on the custom screen for new chips to use once per battle. You can press Left + B to suck up any objects on screen, and shoot them with your buster for 200 damage. The charge shot is Scrap Reborn, which does 50 damage to start with, and 10 more for each buster level. It does breaking damage. Also weak against Cursor type attacks. This cross is hard to use unless you build a folder around it. Cross beast: Launches Dust Shooting, with Rockman flying into the air and raining 6 Scraps randonly into the enemy, dealing 80+(20xAttack) Breaking damage each and cracks Panels that got hit. Falzar- Falzar version's Beast Out is a very supportive transformation. Since you have a large set of wings, you obviously fly with the power of Omnishoes-- that's right, holes and panel types have no effect on you. The Feather Shoot is used while you hold B, which fires to the end of the row Megaman is in, and two panels ahead in each other row above and below. It does the damage as your buster rating, of course. Falzar Claw does two swipes in a Widesword range that do 50 damage + 10 for each buster level. However, you MUST charge an elementless chip with A to use it, like every Beast charge buster. Elementless chips gain a +30 bonus. And like both Beasts, you auto target which ever enemy has the cursor on them. Megaman will quickly go up to the enemy and use the chip. IVb. Gregar Heat Cross- Mr. Match is back, what a surprise. Fire chips gain a +50 bonus while in this cross, and the buster gains an automatic +1 to attack. The charge buster is Fire Arm as always, which fires a flamethrower three panels ahead, doing 30 damage at first and +20 for each buster level. Weak against Aqua attacks, but they're not very prevalent just yet. Cross beast- Launches Great Fire, spitting out fire on the panel directly ahead of Rockman and then a DreamSword range following it (so up to 7 panels) for 50+(30xAttack) Fire damage. Slash Cross- Ho ho, a nice cross! Sword chips gain +50 attack while in this cross. You can charge sword chips to fire a sonic boom to the end of the enemy area, but they don't get the +50 bonus. Using a sword chip gives the charge shot, Wide Slash, +50 damage once per battle. It deals 60 damage at first, with +20 for each buster level in a range of up to two panels ahead. Weak aaginst breaking chips, this cross is equal in its risks and benefits. Cross beast- Launches Slash-X, executing a CrossSlash that does 50+(30xAttack) Sword damage (2x if the enemy is right in front of Rockman) to the locked-on enemy. If the enemy is not on Rockman's row, Rockman will only move enough so the edge of the X would hit the enemy. Elec Cross- Cheese! Er...sorry, I love paralysis. =P This cross gives elec chips +50 to attack, but more importantly...if you charge elementless chips, they paralyze too! The charge buster is now Thunder Bolt, which strikes a whole row in front of you for 40 damage, with +20 for each buster level. Weak against wood attacks, this cross' benefits far outweigh its risks. Cross beast- Launches Big Thunder, spitting out lightning in the same range as Great Fire, dealing 40+(30xAttack) Elec damage Erase Cross- This was called Killer Cross in Japanese, which is just a much better name. Getting to the effects, this Cursor type cross gives Cursor type chips +30 to attack. Viruses with a 4 in their HP automatically die, and navis with 4 in their HP are given an HP bug when struck with elementless chips. This is because the Japanese word for four also means death, and this is a little play on words. The charge shot becomes Killer Death Beam, which does 40 damage with +20 NORMAL damage for every buster level. It also pierces through enemies. Weak against Wind, this cross' benefits somewhat outweigh its risks. Cross beast- Launches Killer Tail Arrow, dropping a Killer Arrow on the locked enemy, dealing 70+(30xAttack) Cursor damage and causing Bugs to the enemy if it survived the arrow. Charge Cross- Choo choo? Another fire cross, you can charge heat chips for up to 100 more damage. The longer the charge is held, the higher damage it will do-- it charges very slowly, though. With every passing turn, another chip can be selected in the custom window. The charge buster becomes Charge Tackle, which has Megaman dash three panels ahead. This does 30 damage at first, with +20 fire damage for each buster level. Weak against aqua. Cross beast- Launches Charge Bite, with a growl that stuns all enemies, then fires a Greiga face into the locked-on enemy, dealing 70+(30xAttack) Fire Damage. Gregar- This heavy duty beast has armor, granting Megaman Super Armor while in this form. Both Beasts give +30 to elementless chips, and Gregar Claw is almost the same as Falzar Claw (2 swipes of 50+(10xattack) damage). However, this does a Longsword then Widesword range attack.The buster fires the Gregar Vulcan, which fires at a VERY fast rate dealing your attack rating. Like Falzar, it has the autotarget. Refer to Falzar if you don't know what it does. ------------------------------------------------------------------------------- V. Folders This is the main purpose of the FAQ, no? In this section, we'll list the contents of many folders, and run down how they're used. Some folders are made to win without regard towards fairness, and some are made just for fun. Whatever you're here for, I'm sure you'll enjoy looking at all the ideas users have created! Va. The Fourth Spell: Custom ------------------------------ 3 Bubblestar2 V 3 DollThunder3 V 3 Areagrab * (Tag 1) 3 Whitepill * 2 FireBurn * 2 Elecdragon V 2 SummonBlack2 V 2 Invis 2 AntiDmg * (Pre) 1 MachGun1 * 1 FullCust * (Tag 2) 1 Atk+30 * 1 Killerman * 1 Judgeman * 1 ElementMan * 1 Supervulcan V 1 CrossDivide D ------------------------------ Cross: None, Beast Out Before I go on, much thanks to Sniper. He and I debated on this customization a lot, and it couldn’t have been done without him. Alright, this is a tweaked version of my TFS. As always, it packs quite a bit of damage in its combos. BubbleStar2 + DollThunder3 stack to do 420 damage. Flinching had always been a problem with that combo and things like ElecDragon, so that’s why I added another Whitepill—while it doesn’t solve everything, it sure helps. Here’s part of the beauty of this folder, though. It forces a lot of Cross Canceling in practice. WhitePill, BubbleStar, the paralyzing navis—they all force the opponent to cycle through their crosses more often than not. Some people might even use a Cross Cancel to escape flinching. And in this folder, we have a lot of elements. Fire, Aqua, Elec, Cursor, Sword (to a little extent, unless you’re fighting a Tengu user, and thus use SummonBlack). ElementMan and Killerman add one Wood/Breaking attack in, but that’s not worth a lot in the grand scheme. All in all, this folder forces a lot of Cross Cancels, and then also breaks crosses quite efficiently. Not only that, MachGun can remove traps quite easily, but due to its lack of accuracy and leaving you open, we have MachGun and Killerman for that. Traps can be sprung with a simple Areagrab anyways. FireBurn is usually used in tandem with Beast Out (or panel breaking from other means) to knock out Tomahawk Cross, or attempt a decent rowlock. Without a need for crosses on your side, you can just use them defensively if you ever need to. Without them, though, we can use fun programs like Shield or AntiDmg, which are very nice. We even have things like Anger Mode or a potential full synch. I don’t usually use FstGauge, because I tend to let my opponent use it. If they don’t want to, it’s no problem for me. The turn lasting longer only makes my panel breaking strategy a tad less ineffective, but also lets their defense wear off. With that, I either preset AntiDmg, Invis, or you can preset whatever you’d like. Toss in the two clinchers we have with CrossDivide and SuperVulcan, and we have a very potent folder. The SummonBlacks can waste their defenses in order to help other attacks hit, too. This works great against Falzar, as it can crush every cross the game has. H0tSh0tZ1627's Take: We need a new one! Pros: - Good damage stemming from attacks that come from many directions. This allows you to attack in many different situations. - Panel Breaking, along with the defensive chips gives this folder quite a bit of defense. - Lots of different elements, making it adaptable. - Mind games, anyone? - No need for crosses means you can use emotions, defense NC programs, and lack of weaknesses to your advantage. - This folder can use chaining to its advantage, but doesn’t need it. Think of something like BubbleStar, MachGun while it flies (removing a trap, and keeping them still providing no Invis/SuperArmor), DollThunder+WhitePill, BubbleStar. That’s an optimal scenario, but I’m trying to open people’s minds to other kinds of chip combos. Cons: - Flinching - Someone with AirShoes disrupts a lot of this folder’s premise. Same goes for Tengu, though that’s a big risk for them with CrossDivide. - Not enough multiples on some chips (ElecDragon, FireBurn, MachGun), making a NC that uses ChipShuffle better suited for this folder. And that negates things like Beat and HP boosting. - The clinchers have a decent chance of missing. You almost NEED a rowlock with SuperVulcan, even with a WhitePill. TFC can potentially stop CrossDivide, and with all the BodyGuard spamming, Antidmg and AntiSword make things annoying. - StatusGuard can also be a huge pain. Vb. Einherjar's Judgment ------------------------------ 3 ElecPulse1 J 3 ElecPulse2 J 2 ElecPulse3 J 2 Sword * 2 WideSword * 2 LongSword * 3 KillerSensor1 J 1 JusticeOne J 4 AreaGrab * 1 Fastgauge * (Preset) 2 Recover300 J 1 Judgeman J 1 JudgemanEX J 1 JudgemanSP J 1 Killerman * 1 CrossDivide D/Bass F ------------------------------ Crosses: Elec, Slash, None Rundown: Well, this folder needs a new rundown. The main intent here is to string all the paralyzing chips we have to create a constant chain of death. With the entire Judgeman series, Killerman, the Pulse series and Sensor, it seems like this folder has paralysis set. But alas, there's no such thing as a perfect folder, and this is no exception. The best ways of actually paralyzing someone are Judgeman/Killerman. Considering you have only four of those in your folder, it's not something to highly depend on. Not even with an eight chip draw bolstered by Search Shuffle. Next up we have Areagrab + ElecPulse1. That's two chips, and the pulse can be dodged. Worse yet, AntiDmg is NOT broken by any Pulse chip. Only Killerman can do something about it, and we have one of him. The folder is a good folder, and when played well, can be pretty devastating. However, against an experienced opponent who makes the best use out of things like Time Freeze Counter and Cross Cancelling, you're going to have a lot of trouble. Personally speaking, I'd also nix the Lifesword. Waiting on two PAs is just annoying. JusticeOne is a fun chip, but if not hit by the fist itself, the surrounding explosion only does 100 damage. The panel breaking is the desired effect, though. Sensor by itself doesn't restrict area too well because of the lag time installed since EXE3-- its eye opens after it's set, and THEN it will shoot. In that time, it's very easy to dodge it (by holding up, as always) and then hit it with a wide attack. Without a string, Sensor isn't too good. Even then, the rest of the folder's damage per turn is kinda...lacking, because more often than not you'll have to restart the chain. Note: It's best to list the optimal set up to go for. Start off with Judgeman or Killerman. Follow up by laying a Sensor. Continue with your pulses, preferrably using one of your 2/3s while they're paralyzed by Sensor, followed up by an Elecpulse1. Then try to assemble the Destroy Pulse PA. On your next turn, your opponent will NOT be paralyzed if they know what they're doing, so Judgeman or Killerman will be needed again. But by this time you SHOULD be able to finish them off if you have a clincher stored for the right time. Pros: - The chain starts fast - The pulses have such nifty effects! 1 Paralyzes, 2 sucks them in like Fan and removes flinch/Invis, and 3 gives an HP bug. - Quite fluid Cons: - Sensor's lag is terrible. It's nothing like it was in EXE3 - Even though Judge/Killerman are great, the time freezing is also a double edged sword. Not only is there TFC, bad timing will screw you - Very dependant on a certain flow of chips - Cross Cancelling and AntiDmg. 'nuff said Vc. Hole-y Hell! ------------------------------ 5 TripleShoot * 2 SummonBlack 2 H 3 MachineSword H 3 Snake H 1 HeatmanSP H 1 HakushakuSP H/HeatmanSP H or Elementman * for North American Players 1 Killerman * 1 Judgeman * 1 GiantHook H 3 WhitePill * 4 AreaGrab * 3 Barrier100 H 1 Attack+30 * 1 FastGuage * (Preset) ------------------------------ Cross: Elec Rundown: Synergy galore, folks. With five TripleShoot * in the folder, we can see that removing panels is the main point of this folder. What's more, you can charge it with Elec Cross, making it paralyze. That leaves open many attack opportunities: the hole in front of Megaman allows him to use SummonBlack, a nice 200 damage chip. WhitePill or Elec Cross's paralyzation allows for MachineSword to be used-- so long as an enemy is paralyzed, it will hit for another 200 damage. All of these things can be chained into one another; once all of those things are said and done, you can let loose with Snakes for even more pain. The two piecers of the Terrible Trio are there, along with the great defense of Barrier 100! And finally, even more synergy comes in with defense--all those panels being removed makes it hard for them to maneuver. Update: ...I'd change this revision if I really thought it needed it. This folder focuses on panel removal, one of THE best strategies in this game. It has nice defense, sets up its means of attack quite well, and the chips are all quite strong. There's some dependance on WhitePill, which I don't like. Not to mention that AreaGrabbing is NEEDED; even though you can TripleShoot, move onto the panels you shot and grab again thanks to AirShoes, TFC wars still screw you up. Just keep some things in mind and you'll be fine. H0tSh0tZ1627's Take: Hole-y Hell is the perfect example of what a synergetic folder is. This folder may flow as well as any other folder EXE6 has to offer. With Shoot chips setting up virtually every attack in this folder, and with it being in abundance, you'll be laying out damage on the opponent in no time. This folder was built for the Japanese version, the reason why HakushakuSP was put in. But HeatmanSP or Elementman will suffice enough, and also help you against TomahawkCross users who try to take advantage of you being in Elec Cross. Defense is great with the Barrier100's and there's plenty of damage to be given out. Pros: - Synergy gold mine - Many means of attack, all unlocked by a single chip which you have many multiples of - Versatile, with all the attack types. Invis pierce, breaking, paralyzation, and more! Heatman also takes care of pesky Tomahawk users - Fast. All those chains will destroy an opponent - Has good defense. Go go TriplShoot! Cons: - Dependent on chaining paralysis - Without the chains, these are one shot chips with moderate damage - The above is only worsened by Cross Cancelling Vd. Twisted Tantrum ------------------------------ 5 Tornado T 4 AirWheel2 T 3 AirWheel3 T 3 Flashbomb1 * (Tag 1) 3 AreaGrab * 1 FullCustom * 3 Invis * 3 WhitePill * (Tag 2) 1 Elementman * (Preset) 1 Judgeman * 1 Killerman * 1 TomohawkmanSP T 1 TengumanSP T ------------------------------ Crosses: Tengu Rundown: Yet another Tornado folder. As it has in the last few games, under the right conditions, Tornado can become one monster of a chip. WhitePill now makes hitting with this one panel attack chip much easier, but that's only part of the madness. First of all, Tengu Cross has the nifty ability of sucking the enemy to the front row when you press Left + B. Then you can use your preset Elementman's elec attack in your front row, which breaks their back row. Then Airwheel or Tornado can be used even easier! Beast Out auto-aims Tornado, which is given +10 by Tengu, and can be doubled if you use Elementman's wood type attack to do 480 damage. That's a lot of damage from just a few chips. And it all works together with AirWheel; when Airwheel is hit by a Tornado, it spins EIGHT more times! That's a lot of damage, really. It can do 660-720 damage under the right circumstances. However, Beast Out negates the Tornado + Airwheel combo, since you'll automatically aim for the opponent Megaman. Behold, the power of aero. H0tSh0tZ1627's Take: Tornado folders in past EXE games have been criticized for their lack of accuracy. In EXE6, however, we were introduced the auto-targetting power of Beast Outs. By using Tornados in Beast Out, the Tornado WILL hit, and if a WhitePill is tacked on, the opponent will take all the damage. That is the main idea of Twisted Tantrum. Elementman is interestingly preset to help the AirWheels in the folder hit much easier, an ingenius idea on the folder builder's part. The combos work together very nicely, but the downfall may come with the setting up the combos themeselves. Pros: - Both combos support one another - High damage from either combo - Good aiming with Beast Out and WhitePill, and supported by Tengu Cross' fan Cons: - Still not easy to hit with - Dependant on paralyzation - Not the easiest folder to use - Very dependent on getting the right setup early Ve. Silver Weapon ------------------------------ 3 ElecSword K 4 VarSword K (Tag 1) 3 KillerSensor3 K 1 Barrier200 K 3 FlashBomb2 K 4 AreaGrab * 1 FullCustom * 3 Invis * 3 Whitepill * (Tag 2) 1 Killerman K/* 1 Judgeman * 1 Elementman * (Preset) 1 KillermanEX K 1 KillermanSP K ------------------------------ Cross: Slash Rundown: And we thought the power of swords was downgraded in this game. This Slash Cross folder doesn't even use the Lifesword components, which might seem a bit strange at first. Sensor3 K is great, because it will keep them in one row for a bit, enabling you to use Slash Cross' sword wave ability very well. VarSword can be charged to a wave and then use the button combo for Widesword as well, merely by charging with A, releasing, then hitting A and inputting the combo very quickly. ElecSword paralyzes, amazingly enough, making it GREAT for this folder. Flashbomb of course removes Invis/flinching and keeps them still as always, and so forth. The only qualm I have here is the defense chip, but this is an 'in-game' idea. If you want, remove it for AntiDmg or whatever floats your boat. All in all, this folder takes advantage of Slash Cross very well. And don't forget about Beast Out; mix Slash Cross with it, and you'll go up to the enemy's face and slash, still keeping the +50 damage! Finally, it has a lot of defense piercing with all the Killerman (Eraseman) chips, and Judgeman to boot. Sword lovers rejoice! Note: Chips that don't have the sword element in their picture will NOT get the +50 bonus. This means elemental swords, Machinesword, and so forth will do their normal damage. H0tSh0tZ1627's Take: Silver Weapon tries to make use of the abilities of SlashCross, and it succeeds rather nicely. Using Killerman and other paralyzing chips to hold the opponent down, Swords will be easy to hit with. Flinching isn't a problem, as Killerman and FlashBombs both pierce the opponent and paralyze. The synergy in the folder is incredible, but the defense is lacking. If an opponent gets his strategy moving before yours, then you might be in trouble. Pros: - Lots of powerful chips - Low flinching - High synergy - Elecsword just owns. >_> Cons: - The attacks are separate, but that's not always a bad thing - Hard to use effectively all the time - Defense? - Sensor's lag. LAAAAG. Vf. Atlas ------------------------------ 3 Yo-Yo * / MagCoil * ~ 3 ElecSword N 3 Sensor2 N 3 BlizzardBall N 1 NeoVariable N 1 AssassinSword N 1 NumberBall N 1 FastGauge * [Preset] 3 IceSeed * 2 Invisible * 2 AntiDamage * 1 ColorPoint * ~ 1 DoublePoint * ~ 1 AquaMan * (You might want to sacrifice a Sensor for another of these) 1 KillerMan * 1 JudgeMan * 1 ElementMan * 1 (Whatever you want, perhaps ElementTrap) ------------------------------ Cross: Tengu Rundown: I've heard so many complaints about this folder. It looks odd, I give you that. But that doesn't mean it sucks, people. The main point here is to use the Vertical SensorSlide combo. Just toss an IceSeed (set it up through the usual methods), set a Sensor, and use MagCoil when they're on either their top or bottom row. This will make them move up and down, all the while hitting Sensor's beam multiple times. Note that if you try to freeze the opponent afterwards, it will make the opponent flinch and waste the ice panel. Possibly a glitch. Pulling off the Horizontal Slide involves using Tengu Racket and its fan ability, but that's murder to pull off. BlizzardBall is a time freezing aqua chip like Aquaman, and both are useful for freezing the opponent; allowing you to place a Sensor to shock them, dealing Breaking damage to boot. Throw in those powerful N coded chips, and this folder is definitely fun and powerful. H0tSh0tZ1627's Take: Atlas uses one of the more unique combos found in EXE6. We have always known Sensor for its area control, piercing, paralyzing abilties, but never for it's ability to multi-hit. Amazingly, Atlas is able to get multiple hits off with Sensor with quite some ease, meaning it should be a sure source of damage. And instead of wasting the Sensor to just leave the field, you can use it with BlizzardBall to cause even more damage. Plenty of backup damage as well in NeoVarSword and Numberball. It's an interesting and fun folder to use, and I suggest everyone give it a try. Pros: - Quick damage source - Lots of ways to stop the enemy: Sensor, Elecsword, BlizzardBall on ice panels because it freezes time, and the usual two stunning navis. - Powerful chips! NeoVariable, AssassinSword, Numberball. Cons: - The glitch with Sensor Slide - If the enemy uses Falzar Out, or some incarnation of Float Shoes, you can be in trouble. Though it does make hitting with the Sensor in the middle row easier. - The other slide combo might work better Vg. Diamond Weapon: Absolute ------------------------------ 3 BlizzardBall N 3 KillerSensor2 N 3 AirWheel3 N 3 ElecSword N (Tag 1) 1 NeoVariableSword N 1 AssassinSword N 3 AreaGrab * (Tag 2) 1 FullCustom * 3 Invis * 3 IceSeed * 2 Aquaman * 1 Elementman * [Preset] 1 Killerman * 1 Judgeman * 1 MeteorKnuckle N ------------------------------ Cross: Dust, Dust Beast Rundown: I know, I know. This looks a lot like Atlas; but it isn't. It focuses on something very different. Basically, you have Elementman preset for a very good reason-- use his Meteor attack to make the opponent flinch. That way, when you toss Ice Seed, the enemy won't stop it from spreading out if they step under it. After that, you have a lot of fun with this folder. ElecSword does nice damage, and paralyzes. This lets you lay down a Sensor, which will hit your opponent and paralyze them. While they're paralyzed, use a Blizzard Ball to freeze them. Then finally, toss out an Airwheel for more damage. Now for a few things you might've missed-- BlizzardBall will roll up the Sensor for an extra boost. While they're frozen, you thrown the Airwheel-- and as it ends, use Dust Cross to suck it up. Then shoot it back out for 200 BREAKING damage. Remember what breaking does to frozen enemies? That's a shot for 400. This can be done with other chips, too. MeteorKnuckle fits in with the strategy for everything, and we have some fun dual-element chips. Elecsword is of course electric and sword. Killerman is breaking and cursor. Sensor is breaking and electric. All these chips fit within the basis, and make it stronger as time goes on. Don't forget that Beast Out will make your swords auto target and paralyze, which is ever better. Beware, it makes using the Dust Absorption harder; you have to press Left and B at nigh the same exact second. Finally, you can use any of the three powerful N coded chips: Assassin Sword works on ice panels, Neovari does high damage, and Numberball just hurts. Absolute zero. H0tSh0tZ1627's Take: Diamond Weapon: Absolute may use DustCross more effectively than any folder in EXE6. Instead of using Rockcubes and Instruments, why not use obstacles that deal their own damage, and THEN suck them up for even MORE damage. That's the idea of Diamond Weapon, with Sensors and AirWheel both able to be sucked up into DustCross' vaccuum. The folder can be very hard to use, as it is more precise than others. You would need to practice how to place the obstacles so you can use them with DustCross also. The learning curve is high, but the rewards are great. Pros: - Many means of attack. It depends on strings, but you don't HAVE to use the strings of attacks to hurt a lot. - All of the attack types have synergy. - Strong chips, many ways to stop your foe in his tracks - Many types of damage; cross bane! Cons: - Strings can be hard to set up - Learning how to wield the folder is hard - Without Iceseed, things can be hard Vh. Mad Train Runnin' ------------------------------ 3 TrainArrow2 M 2 TrainArrow3 M 3 MagnaCoil * 1 Muramasa M 3 MegaBoomerang M 4 Wind * 3 PanelGrab [TAG1] 4 AreaGrab[TAG2] 1 FullCust * PRESET 2 Whitepill * 1 Element Trap * 1 Attack+30 * 1 Killerman * 1 Judgeman * ------------------------------ Cross: Aqua (there is no such thing as Spout) Rundown: Aqua version of Silver Bullet! Whee! Looking at this folder, the basis should be very easy to pick out. Train Arrow 2 and 3 do high damage from the back row; and that's why we have Wind. Areagrab, Panlgrab, place Wind in their back row, and they're rowlocked. They also have Wind pushing them to their back column. Aqua Cross, go! Train Arrow 2/3 will do 200/250 unboosted, uncharged damage normally. When charged, that's 400/500. Very nice! Tack on a Whitepill for some paralyzation, and it all works. Megaboomer can't be dodged if they're locked, and deals high wood damage. Muramasa comes in for 500 damage in a pinch, if you need it. Magcoil brings them to your row, too. The rest? By now, I hope I don't need to explain all this. =P Save Element Trap, though. As you might notice, you're very exposed to Elec Cross and its paralyzation. The trap will reverse it back at them, even if you get hit with it. An all out assault type folder, it's fun to use. H0tSh0tZ1627's Take: Mad Train Runnin' makes the best use of a very effective and popular combo: AquaCross + TrainArrow. TrainArrows fire more arrows depending on how many panels are between you and your opponent, meaning you want to row lock the opponent. With plenty of Grab chips, and Wind to help you out, it should be very possible to do so in this folder, setting up easy hitting TrainArrows boosted up with AquaCross. But as always, row locks are hard to come by, and one AreaGrab back by the opponent may lead to the folder failing. In any case, the folder should work well in most cases, so give it a try. Pros: - High damage from a single chip, with a little setup. - Healing from using the chips, too. - Many types of damage; Megaboomer might even whap Elec Crossers out of that evil cross! Cons: - One Areagrab back, and the enemy can escape - You NEED Rush in your customizer - Even Magcoil might not set it up perfectly IVi. Siberian Sentence: Ice Breaker ------------------------------ 1 Giant Hook H 3 AuraHead 3 H 2 Aqua Dragon H 3 Barr 100 H 2 FlashBomb3 H 2 IceSeed * PRE 2 Invis * (-1) 3 AreaGrab * 2 WhitePill * 1 AuraHead 1 B TAG2 1 AuraHead 1 C TAG1 1 AuraHead 1 D 1 Blizzard Ball H (-1) 1 BlizzardBall H/ Aquaman * 1 Heatman SP H 1 KillerMan * 1 Judgeman * 1 ElementMan * 1 Aquaman * ------------------------------ Crosses: None necessary, use what you want. Beast Out is always good Rundown: Ah, the beauty of H code. This folder is quite nice for what it tries to accomplish- freezing and breaking. When an enemy is hit with an Aqua chip on ice panels, the enemy freezes. And when a frozen enemy is hit with a breaking type chip, it does double damage. Much like hitting something frozen solid with a shovel; like Kenny. Anyway, this folder does that well. Aquadragon sets ice panels quickly, and it can't be stopped. With that, Iceseed and Flashbomb are supported by the sliding. Aquaman and BlizzardBall freeze time, as well as freeze your opponent. After that, chips like Bighook or to a lesser extent, Meteorknuckle do great damage. Auraheads, and their PA Stream Head also do very high damage to a frozen enemy; not to mention their +50 damage boost from barriers and auras, and this folder packs great synergy in defense and attack with Barrier100. HeatmanSP just does high damage, as well as possibly removing Tomahawk Cross, and Elementman can set more ice, or whatever else you want him to do. I personally might switch Invis for Antidmg, but it's up to you. H0tSh0tZ1627's Take: Ice Breaker tries to utilize the boost ups that occur when the opponent is on ice panels, and when they are frozen. By freezing the opponent, breaking chips will do 2x damage to the opponent, and with chips like AuraHead3 and GiantHook at your expense, this can lead to your opponent's destruction. The downfall of this folder is it's major dependence on freezing the opponent. With only a limited amount of aqua chips, freezing the opponent may prove difficult and can make your breaking chips useless. Make sure once you get the opponent frozen to bombard him with all the breaking power you have. Pros: - Nice synergy - One of the best ways to set up ice panels-- Aquadragon! - Great defense, coupled with decent attack force Cons: - Time freeze counter is painful - Dependant on freezing Vj. Noise Wheel ------------------------------ 3 Vulcan 3 G 2 Bubble Star 3 G 3 Static G [Tag] 3 Flash Bomb 2 G 3 Air Wheel 1 G [Tag] 1 FstGauge * [Preset] 1 Full Custom 3 Invisible */AntiDmg * 3 White Capsule * 1 Uninstall G 1 Attack+30 * 1 Killerman * 1 Groundman EX G 1 Groundman SP G 1 Judgeman * 1 Elementman * 1 Cross Divide D/Bass F ------------------------------ Cross: None needed, but Tengu/Beast helps Note: Lack of Areagrab in this folder. I'd toss one Vulcan and the GroundMen for those. Rundown: When Tornado hits Airwheel, it makes the Airwheel spin eight more times. Now, Static is a fun tornado-like chip. When you have two glitches in your NC, it spans the area of a Lifesword. Think about it; if you toss an Airwheel out, then use Static, both hit at once, for more hits. The damage seriously racks up in this folder, and has a lot of support. Groundman and Killerman can rid us of pesky Slash/Sword users, and Flashbomb2 and Vulcan3 come in for support. Bubblestar holds them in place, so everything can be set up, and the attack bonus chips only add to the fun. We have plenty of piercing, and even the power of Uninstall; this chip will make the chip used after it uninstall the left-most program in the opponent's navi customizer. If attached to a multi hit chip, this will uninstall more. This folder can seriously debilitate the opponent. And as in any folder that relies on multiple hits, the giga chips come in for a clinching finisher. The black wind howls! ...And this time, it ISN'T in your eyes. Note that when using this in a netbattle, use Antidmg over Invis. H0tSh0tZ1627's Take: Noise Wheel utilizes the special effect of Tornado on an Airwheel. By using Static however, you can get both of the chips to hit at once, causing even more damage to the opponent. The folder provides much support for all different types of situations you can encounter in a netbattle. Uninstall is in there to try and get rid of the opponent's SuperArmor in their NC, since SuperArmor can hurt this folder a lot. All in all, it's a great, if not best, high multi-hitting folder EXE6 has to offer Pros: - The entire premise of this folder is synergy - Static, Airwheel and Vulcan3 do great damage; attach Uninstall to it, and your opponent will be in for a shock - Many plans to cover weaknesses Cons: - SuperArmor, as always, will hurt folders that rely on multiple hits - Feels a bit lacking in the destruction department-- you will probably need to practice with this a bit to use it effectively. Vk. Crossed Blades ------------------------------ 2 Sword * 3 Wide Blade B 3 Long Blade B 2 StepSword B 1 Full Cust * (preset) 1 Anti Navi * 2 Anti Sword * 3 Anti Damage * 3 White Capsule * 3 AreaGrab */B 2 Silence B/MachGun3 B 1 Killerman * 1 Protoman * 1 Protoman SP B 1 Colonel * 1 Colonel SP C ------------------------------ Crosses: Beast Out Rundown: You'd have to be blind to not see the potential of B code in this game. This folder is similar to USE THIS, in that it's a folder that can effectively use PAs. Sword, WideBlade and LongBlade form Lifesword. This works well in any folder. WideBlade, LongBlade and ProtomanSP form Double Hero, which does 600 damage to the entire enemy field-- but if you add attack boosters to it, it's the same. ColonelSP, AntiNavi, and Protoman * form Twin Leaders, which does 600 time freezing damage...but I say it's not worth it, as AntiNavi is more useful in Bodyguard. All in all this folder gives you four Program Advances to use, along with the defense of AntiDmg, and Beast Out can use the extra Blade chips. Since attack plus chips don't work on Double Hero, I nerfed DoublePoint and Attack+30 for two different support chips-- what you want to use is up to you. Silence blinds the enemy, which is always useful. MachGun3 is there as a Cursor chip-- it removes traps. H0tSh0tZ1627's Take: Crossed Blades is, in essence, the rival of USE THIS. It utilizes the power of Program Advances to take out your opponent, and with 4 of them at your expense, this should be relatively easy. Unlike USE THIS, however, the chips that make up the PA's, are relatively useful outside of the PA's themselves. The PA's also don't need to be aimed, which is also a bit of a plus from USE THIS. The power may be slightly less than USE THIS, but the accuracy that Crossed Blades has makes it a great folder in any netbattle. Pros: - High time freezing damage - Decent defense, and no need for Fstgauge - The PAs hit almost anywhere Cons: - Cheap? >_>; - Time freeze counter More folders coming soon! Please keep trying, people! And look forward to the Fun Folder section! Vl. Searing Cold ---------------------------- 4 Little Boiler 3 S 3 AreaGrab S TAG 3 IceSeed * TAG 2 TrainArrow3 S 2 BubbleStar3 S 3 ElecPulse1 S 2 AquaDragon S 2 AntiDamage * 3 WhiteCapsule * 1 FastGauge * PRESET 1 AntiNavi * 1 AntiSword * 1 DiveMan */AquaMan * 1 ElecMan */Killerman * 1 JudgeMan * ---------------------------- Cross: None needed Rundown: Little Boiler is a fun chip. It absorbs damage done to it, and explodes, dealing Aqua damage to panels surrounding it. The chip itself is obstacle type, though. It's easy enough to make, and not bad to set up. The best way to go about this is AquaDragon-- it will flinch the enemy, and set up 6 ice panels. This way, not only can your seed go through the enemy, even if they solidify, they'll be sliding on ice. Then you can throw the boiler with little to no worry. Grab one of their columns, and you're in business. Elecpulse will paralyze, and Trainarrow can freeze the enemy. Even if they somehow move out of the way, you can hit the boiler-- you'll wind up doing the same damage in the end, as well as freezing them. Bodyguard comes in with support damage, but I think it can be replace for something better. It's your choice. The main problem I see is that the boiler seems a bit superfluous. H0tSh0tZ1627's Take: The advantage of Searing Cold over a lot of folders is the fact you don't need to hit the enemy to do damage. It is much easier to hit the stationary Kettle that you throw than to run around trying to hit your opponent. This makes things much simpler for you, and also provides a quick, efficient way of inflicting damage on the opponent. With the opponent sliding on ice, he wont be able to get to the Kettle in the middle center panel, thus making him vulnerable to all the damage the Kettle takes. The opponent will be sliding helplessly as you do all the damage to him as you want. Pros: - High, dependable damage - Easy set up - Freezing and paralyzing Cons: - Boiler might not be needed - Bodyguard is kinda tossed in there - Floatshoes? Vm. Seventeen Soldier Salute ---------------------------- 3 FlashBomb1 Q 1 Sword * (Tag1) 1 WideSword * (Tag2) 2 LongSword * 3 MechanicalSword Q 3 Sensor3 Q 2 Recovery200 Q 4 AreaGrab * x4 1 FastGuage * (Regular) 3 WhiteCapsule * 2 Invisible */Antidmg * 1 Attack+30 * 1 DoublePoint * 1 EraseMan * 1 Judgeman * 1 ColonelForce Q ---------------------------- Cross: Elec Rundown: PENDING REMOVAL. Find something to put in its place. @_@ Vn. Lightning Elemental ------------------------------ 1 FastGauge * PRE 3 BubbleStar2 L 3 ElecPulse1 L 2 ElecDragon L 3 MachineSword L 1 Uninstall L 3 Flashbomb1 L/* 2 TripleShoot L/* 3 AreaGrab * 3 Invis */Antidmg 1 FullCust* 2 TomahawkMan * 1 ElementMan * 1 Killerman * 1 Judgeman * ------------------------------ Cross: Elec Rundown: Brother in arms to The Fourth Spell and Mad Train Runnin', we bring another elemental folder. Yes, this is yet ANOTHER Elec Cross folder. I knew this cross would be broken. But this one focuses on the boost to elec chips, too. Basically, even without Elec Cross, our simple combo of BubbleStar2, Elec Dragon, ElecPulse, Machinesword does 680 damage. With Elec Cross, 830 damage. That's pretty formidable. As always, Machinesword can be charged by Elec Cross for a paralysis chain, and Tripleshoot is almost unavoidable and can paralyze. My only qualm is that Uninstall works better with multihit chips. H0tSh0tZ1627's Take: Lightning Elemental is yet another ElecCross folder. It's main combo of BubbleStar2, ElecDragon, ElecPulse, and MachineSword does provide A LOT of damage. But with only 2 ElecDragons in the whole folder, you will not always have the right hand to do the maximum damage. That may hinder the folder a bit, unless you can keep up the chain of paralysis using Flashbombs and ElecCross + TripleShoots. Keeping the chain of paralysis is ket in this folder, but at least there is some form of defense against TomahawkCross users in Elementman *. Pros: - Use of Elec Cross that is NOT dependant on paralysis chains - Many ways to keep your opponent where you want them - Fast attacks Cons: - Loss of Elec Cross makes damage in this folder lower - Low defense without paralysis Vo. Conflagration ---------------------- 1 Bass F 1 ElmntMan * 1 JudgeMan * 1 KillerMan * 3 AntiDmg * 3 Invisibl * 1 FullCust * [Regular] 3 AreaGrab F/* 2 VDoll F/* 4 WaveArm1 F 4 GrasSeed F/* 3 BlkBomb F [Tag] 3 FireBrn1 F [Tag] ---------------------- Crosses: Elec, ChargeBeast Rundown: Ah, our old fire folder of yore. Alas, I don't think it's as good as it used to be, but this is still a VERY powerful folder. It's just a bit hard to use at times. Basically, Elementman is our hope in this folder, since his wood attack sets grass on the whole field. After that, Elec Cross and Wavearm become essential-- Wavearm travels very fast, and in most circumstances will paralyze your opponent. Then you can toss the Blackbomb, and as it flies, let Fireburn rip; just make sure you're not in the same row as your opponent, so you don't make the enemy flinch. You can use Darkness too, as with grass panels, it can do a nice 900 damage. The plan B in this folder is a bit odd, so let me give it to the folder creator: Psycho K. "Plan B is used only if ElecCross is lost. It is riskier and less reliable, but still formidable. Activate ChargeCross and simply make the field grassy if you can. If so, refrain from using the charge attack. You do not want to burn the grass just yet. Next turn, you use a Beast Out for ChargeBeast. Select Grass Seed/ElementMan (unless you made the field grass the previous turn), Black Bomb, and Wave Arm. Note that you don’t need Fire Burner, so you can select it and just not use it to make space for new chips. Notice that you choose Black Bomb before Wave Arm now. Toss the Black Bomb into their area from whatever position you like. As it flies, charge and release Wave Arm which will come out as Charge Bite after your roar immobilizes them. If they are in another row, you will chomp the bomb setting off the explosion for 500 damage. If they got in the way, they still take 440 damage, which isn’t too bad at all. Darkness requires JugdeMan or KillerMan to keep them steady for positioning if you are forced to use plan B." Pros: - High elemental damage, with decent set up difficulty - More than one strategy - Darkness on GrassStage is actually very useful Cons: - Thrown attacks are hard, as always - Plan B isn't completely reliable - Need to time it perfectly Vp. Endgame ---------------------- 5 Area grab * 4 Thunder * 3 Bubblestar1 E 3 ElecPulse2 E 3 ElecSword E 3 AntiDamage * 1 ElementManEX E 1 ElementMan SP E 1 FstGuage * (preset) 1 Machinegun2 E 1 KillerMan * 1 JudgeMan * 1 ElementMan * 1 SuperVulcan V 1 CrossDivide D ---------------------- Cross: None, Beast Out Rundown: Okay, this is an odd looking folder. It goes against some rules, but it actually does quite well. This folder is Areagrab heavy due to the NC used being stacked to the brim with HP programs. It packs a decent amount of defense as well. BubbleStar, ElecPulse, and ElecSword all chain pretty well, because they all leave the opponent open. The only thing that stops them is AntiDmg, and even then, the point is to power through that. ElecPulse to ElecSword is one combo, as it breaks Invis/flinch. Elementman can also mess with the stage--but beware, he does not ever repair panels with his Wood attack. MachineGun2 moves in with Killerman to remove traps and do decent damage, since the enemy will likely somewhat boxed in. Thunder keeps the string going as well. All in all, quite an effective folder, for something that doesn't look too beautiful on paper. And the name is an homage to Wily's "Endgame" plan in EXE1, to boot. =P Pros: - Strings, but doesn't always NEED it. - Quite a bit of damage - Lots of ways to interrupt strategies and play mind games - Stage control of sorts with Elementman Cons: - Needs a pretty exacting NC Setup with lots of HP - Lack of Custom+ can hurt - Necessitates Areagrabbing quite a bit - The defense it packs isn't always good enough Vq. Cataclysm Spiral ------------------------------ 4 HiBoomer B 3 WindRack * (Tag 1) 3 FireHit3 B 3 AntiDamage * 3 Whitepill * 3 PanelGrab * 2 Areagrab * (Can be subbed with 3 Areagrab B) (Tag 2) 2 Lance * 2 MachGun1 * 1 Fullguage * (Preset) 1 Judgeman * 1 Killerman * 1 Elementman * (Secondary Preset) 1 CrossDivide D ------------------------------ Crosses: Tengu, Tomahawk, Beast Out Rundown: Finally, a new folder! And believe me, I battle tested this baby with my very own TFS:C to see whether or not it should be in here. Anyways, you have two Crosses that are useful for this folder. Depending on how the battle starts, you usually want to go into Tengu Cross first. This is because the opponent usually starts with FastBarrier, so you want that gone. Then you can Rack them back so you can Areagrab and Panelgrab them (or two Panelgrabs. Either works), which sets everything up. Even if you don't grab them, you can Lance them, which stuns them, allowing you to attack even more (like with FireHit, but let me go on first). Providing you do grab them, you're going to want to use those HiBoomers--though perhaps MachGun first, if you see they've used a trap-- to do some good damage and set grass. You can potentially charge them up for more damage if you're in Tomahawk Cross. Once the grass is set, you can then do just about anything-- whether it's Lance them forward, probably onto a grass panel, or plain FireHit them. The FireHit will do a damn lot of damage, and can even be WhitePilled for even more pain following. The beauty of this folder is that it messes with so many strategies at once, as well as goes in your opponent's face without making you move much at all. Tengu stops holes from inhibiting you, though you might be open to a Cross Divide (you should be defending anyway), and then Tomahawk stops you from being paralyzed or even bubbled. From there on, you can attack using Lance and HiBoomer, both of which ignore Shield (they come from the back and side respectively), which both chain well into FireHit because neither of those cause flinching. WindRack can be used at will for more damage if they're cornered, which can happen easily in this grab heavy folder, or to corner them in the first place. Opposing Tomahawk users are just going to get burned worse than normal for standing on grass panels, so trying to avoid the paralysis with that is shooting yourself in the foot. AntiDmg works fine, though you can easily use Invis since Rush won't paralyze a Tomahawk user, and all you have to do to use Firehit is move into the right row (memory serving). Elementman can also crush an opposing Tomahawk, or more likely use its elec attack to break the middle column to trap your opponent. The rest of the trio is self explanitory, as is CrossDivide. All in all, this is a deadly fast and fluid folder with quite a bit of synergy, as well as a lot of power. ...And the name fits perfectly, but that's between me and the one who made this folder unless you play games with me on IRC. =P Note: NC usually would consist of HP+400, FstBarrier, and some Custom+. Whatever else you decide to use is up to you. Pros: - Grab heavy. Your area is rarely going to be stolen - You can probably attack from a lock box if it does happen, and you don't need to move much to attack - Takes down a lot of strategies with Tomahawk Cross - Hi, mostly non-flinching damage - Hard to defend against - Lots of time freezing Cons: - Fire folders will take away something big from this folder - Lots of time freezing chips are just as much as blessing as a curse, so this is both a pro and a con - Without grabbing or someone who spams Invis, a good portion of attacks miss - Tengu Cross is very risky Vr. Hellz Rolling ---------------------- 4 AreaGrab */F [Tag1] 3 RollingLog3 F 3 Magnum F 3 MachineGun3 F 3 AntiDamage * / Invis * 3 WhiteCapsule * 2 MagCoil * [Tag 2] 2 MachineGun1 * 1 FastGauge * [Preset] 1 Atk+30 * 1 DoublePoint * 1 JudgeMan * 1 KillerMan * 1 ElementMan * 1 Forte F ---------------------- Crosses: Killer Rundown: Again, after battle testing, this folder proved its mettle. There's a good amount of synergy in this folder, with MagCoil. Bringing them into the center row allows you to use RollingLog3 F and the MachGun series to their fullest. Both do the most damage when the opponent is in the middle row. You can even use MachGun while the logs roll, and WhitePill paralyzes-- though I see problems against someone using Tomahawk Cross and Invis, as this folder does not have much to insure against those other than the terrible trio. The MachGun series will remove traps, so AntiDmg users are no worry, and the same goes for your aimable time freezing Magnum. Toss in an on code giga chip, and you have a fast flowing folder of fun, since Killer Cross adds to all of this with more damage to MachGuns and the ability to potentially pierce Invis with the charge...but don't depend on it a lot. Pros: - Synergetic - Traps are no problem at all - Fast - Don't need to move much to attack Cons: - Two holes on the field column-wise will stop the logs, so you lose a LOT of damage that way - Tomahawk users - Invis users - Shield users might have a good adavntage here. ------------------------------------------------------------------------------- VI. Fun folder section This section is dedicated to fun folders. They might not be the strongest folders in the game, but they ARE dedicated to a certain theme, making them very fun to play. Some of them will use under used crosses to their fullest, and others might be puns on other games; others might just not be Renowned Material, but still worth a spot in here. Have fun. =P VIa. Snakes on a Train ------------------------------ 3 TrainArrow2 M 2 TrainArrow3 M 3 Snake M 2 Geddon * 3 WindRack * 5 AreaGrab * 1 FastGauge * [Preset] 1 FullCust * 3 AntiDamage * 3 WhiteCapsule * 1 Attack +30 * 1 KillerMan * 1 JudgeMan * 1 Uninstall L ------------------------------ Cross: Aqua, if you want, Falzar Out Rundown: This is a funny folder. It patronizes the movie "Snakes on a Plane", since this is using Snakes and TRAINarrow. As always, you want to have as much area as possible when using Snakes. This is why we have Windrack; the best possible situation would be to use Windrack then Geddon. Most enemies won't be able to fly at that exact moment, so you can grab their area. This is also where Uninstall comes into play. Alas, it can't beat Falzar out, but they shouldn't be able to activate it if you use this at the beginning of a turn. Anyway, after this, let loose with Snakes. While they're hopefully stuck to one panel, they shall also be prone to Trainarrow's assault, which is just damn painful. We can boost the power of Snakes with our plus chips, and even make them paralyze with Whitepill. BEWARE THE SNAKES ON A TRAIN! Pros: - Decent synergy and attack power - Pretty fast for a Snake folder Cons: - Uninstall can't be tacked onto much... - It needs a lot of grabbing, which is still never good VIb. C-SPAN (heh, VIc is for C-SPAN! *shot*) ------------------------------ 1 FastGauge * PRE 2 FlashBomb 1 * 5 AreaGrab * TAG 1 TAG 2 2 Whitepill * 2 WindRack * 1 Atk+30 * 1 DblPt * 2 GunDelSol1 * 2 Timpani * 3 Invis */Antidmg 2 BubbleStar2 C 1 PanelReturn * 1 KillerMan * 1 Colonel SP C 1 CircusMan SP C 1 ChargeMan SP C 1 ChargeMan EX C 1 ColonelForce Q ------------------------------ Crosses: El zilcho! Beast out, if you'd like Rundown: Ah, behold the power of C coded chips. These chips work best if your enemy is in the back row-Areagrab will power up ColonelForce, help Chargeman, and support Circusman. Timpani and Flashbomb support each other, and Windrack knocks the enemy to the back row when you need it. BubbleStar keeps the enemy in place as well. Our Attack plus chips make our navis stronger, too. The Chargeman chip works like Trainarrow in reverse, doing more hits the closer you are to your enemy. This makes it very strong, and it can be boosted. Circusman also does a lot of hits. Gunsol can be used while they're in the Bubble, but that's a bit of a weak combo. All in all, I think this folder has a few flaws, which is why it's in the FFF, but it's also very powerful. Pros: - Multi hit madness! High damage with just a small boost - Many types of attack in Chargeman, Circusman, Colonelforce and more Cons: - AntiNavi? A bit rare, but it can easily turn the tide. - Dependent on navis for most damage VIc. Ruby Weapon ---------------------------- 3 GunDelSol2 E 3 HellBurner3 E (Tag 1) 3 ElecPulse2 E 3 VoodooDoll * 3 AreaGrab * 1 FullCustom * 3 Invis */Antidmg * 3 MagnaCoil * (Tag 2) 3 WhitePill * 1 Killerman * 1 Judgeman * 1 Elementman * (Preset) 1 ElementmanEX E 1 ElementmanSP E ---------------------------- Cross: Heat, Heatbeast Rundown: Ah, a folder that uses our good old Gospel-style heatbreath. This folder is odd, but fun indeed. That's why it's here. Elementman and his counterparts are here mainly for setting GrassStage. After that, toss a Vdoll into their area. Preferrably the back row, so they can't hit it. Elecpulse2, Magcoil and Killerman help support our doll. The NC for this folder includes three Atk+1, and with the Atk+1 granted by Heat Cross, the Heatbreath does 400 damage on grass. If you grab their area and hit the doll, that's 800. The Gunsol, pulses, and everything else also does enough damage to end the battle. Burn. Pros: - Easy to set up grass for those fire attacks - Gunsol pierces defenses, along with our usual two navis Cons: - Hard to totally set up the combo - Low damage for a combo that involves a throwing chip VId. Spectrum ------------------------------ 5 GunSol1 * 3 GunSol2 E 3 BubbleStar1 E 2 FlashBomb1 * 3 ElecSword E 4 AreaGrab * (2 AreaGrab * + 2 Fan * is an option.) 1 FastGauge * [Preset] 2 Invisible * 2 AntiDamage * 1 KillerMan * 1 JudgeMan * 1 ElementMan E 1 ElementManEX E 1 ElementManSP E ------------------------------ Cross: Tengu, if any Rundown: Another aptly named folder, this is a pun on the spectrum of light; and we have a lot of "light" in this folder with all the GunDelSol. GunDelSol is a very potent chip that goes through Invis and Flinching, and does high damage. However, it doesn't immobilize an opponent at ALL, and Whitepill doesn't give chips without a damage rating paralyzation. This is why we have Flashbomb, Bubblestar and Elecsword, as they all stop the opponent in their tracks. Elementman is a good cross crusher, and it has plenty of defense. I personally might remove an Invisible for Fullcust, and transfer Invisible for an Antidmg, but it's all up to you. With apt defense and a nice means of attack, this is a good folder. The main reason it's in the fun section is because the means of immobilization don't last as long as the GunDelSol's beam lasts, so some damage is lost. Pros: - The basis goes through a lot - Nice support in Tengu and the immobilization chips - Pretty good defense Cons: - Tomahawk Cross. The only way to stop it is Elementman - Swords kill your Tengu, leaving Beast as the only option - Enemy can move out of the beam unless you column lock VIe. Come Pollinate Me ------------------------------ 2x Elec Pulse 3 A 3x Risky Honey 3 A 2x Fire Hit 3 A 2x Aqua Needle 3 A 1x AntiNavi * 2x AntiDmg * 2x Antisword * 2x AreaGrab * 3x Attack+10 * 3x White Capsule * 1x FstGauge * [pre-set] 3x Invisible * 1x Attack+30 * 1x Double Point * 1x KillerMan * 1x JudgeMan * ------------------------------ Crosses: Tomahawk Rundown: A TOMAHAWK FOLDER? OH MY GOD! We can see this folder was made by Taoto, since its name has sexual innuendo, and Bodyguard. Basically, the premise is "Screw me and I'll screw you back ten times harder"; if you get hit with a multi hit attack while Risky Honey's honeycomb is out, it will counter a damn lot, doing a ton of damage. However, this folder relies a lot on intuition. The only damage source other than the Honey is Bodyguard which has no support, and Master Cross/its parts. Still, it's a nice and fun folder. Pros: - Fun to use - Nice amount of damage Cons: - Have to use the comb at the right time - No set up for the bees - Low damage outside of the honey/PA VIf. Hematite Weapon ------------------------------ 5 Air Hockey M (Tag 1) 3 Drill Arm M 2 TrainArrow3 M 3 IceSeed * 5 Area Grab * 1 Full Custom * 3 Invisible * 3 White Capsule * (Tag 2) 2 Aquaman * 1 Killerman * 1 Judgeman * 1 Elementman * [Preset] ------------------------------ Cross: Ground, GroundBeast (And yes, we WANT beast.) Rundown: Nuz wanted to make folders for each cross, and decided to name them the Weapon Series. Hematite is a fun folder, as it actually takes advantage of Ground Cross. Your reason for presetting Elementman is different this time; we want to use his Meteor attack and then immediately thrown an Iceseed. This way, the seed will always land. A seed cannot be stopped by standing under it when the opponent is flinched. After that, we also want to grab their first column, and ONLY that column. This is for Airhockey, of course. It will hit the most when there's only two columns in the enemy area. Trainarrow can freeze the opponent, making your breaking chips stronger; but those are pretty much support. Charge them for the whole "rocks fall, people die" bit, but the power of this folder comes from Ground Beast. Make sure you have an attack level of five. Freeze with TrainArrow, and then use Ground Beast's charge shot-- the first of two hits breaks the ice, but all in all, it adds up to 570 from the charge shot. It can be repeated and such for more damage, if you want. Fullcust sets it up easily, so this folder gets rolling (spinning?) quite quickly. Pros: - Ground cross is a pretty defensive cross. The Mole-Drill type charge attack can dodge things, and Super Armor is always good! - Lots of support damage, supported by a single Areagrab. Those Areagrabs can also be Beast Fodder - Quick to start. I'm considering whether this should be a fun folder, or Renowned Folder Cons: - Freezing chips include your two TrainArrows and two Aquaman chips - If you can't freeze, you're boned VIg. Shifty Eyes ------------------------------ 4 Boomerang K 3 RollingLog1 K 3 Windrack * 2 Lance * 3 KillerSensor3 K 2 WhitePill * 1 Barrier200 K 2 Antidmg * 3 Areagrab * 1 Fastguage * PRESET 1 Killerman * 1 KillermanEX K 1 KillermanSP K 1 Judgeman * 1 Elementman * 1 CrossDivide D/Forte F ------------------------------ Cross: Tomahawk, if you'd like Rundown: This is a funnny and interesting concept, and a joke on me. Cause I use too many shifty eye emoticons. >_> anyway, the idea here is to keep the opponent constantly guessing with attacks that force them to move. Rollinglog and Boomerang are immediately supported by laying down a single Sensor, and do very nice damage once charged. Sensor itself does decent damage, and having the entire Killerman series in the folder is DEFINITELY a selling point. I've never minded having one off code for a giga chip, and this folder does need that finishing blow; just use the chip your version offers. Pros: - Many attacks, many directions - Great synergy - Nice defense - Killerman galore! Cons: - The attacks are a little...lacking. Without that giga chip, you might not be able to kill your opponent - Well...there's not a lot of cons other than that, but that's a big con? VIh. Liquifier ------------------------------ 4x Thunder * 4x CornSht2 E 4x AreaGrab * 3x ElecPulse2 E 3x ElecSwrd E 3x AntiDmg * 3x BblStar1 E 1x FstGauge * 1x EraseMan * 1x JudgeMan * 1x ElementMan * 1x ElementManEX E 1x ElementManSP E ------------------------------ Cross: Charge Rundown: ...Yeah, a Charge Cross folder. It actually works pretty well, though. The focus here is to use Charge Soul's nifty charge with support for it. It has two elements- Breaking and Fire. That way, CornShot or Elementman can set Grass so it does 260 damage. ElecPulse2 brings the enemy to the front row, while Bubble Star can hold them in place. ElecSword does the same, and is supported by things like ElecPulse and BubbleStar, which even increases its damage. Thunder is support. Now note this: if you hit with Elementman's ice attack while in the front row, they're automatically frozen. If you somehow manage to get them frozen on grass, that SHOULD be 520 damage from a single charge! 130x2 from grass and fire, and 130x2 for breaking on ice. Throw in the usual staples, and this is why this is a Fun Folder. Pros: - NC space not wasted on Custom+ because of Charge Cross - High synergy - Support is done well Cons: - Low in defense - A bit choppy, even in the best situations - Relies on a charge shot. It might work without it, but it lacks a punch. You might want to toss Bass into this folder. 480 damage could be the clincher it needs. NOTE: Look at the NC Setups section, this folder requires a specific setup VIi. Rattle Snake ------------------------------ 3 Snake M 2 WhitePill * 3 AntiDamage * 4 AreaGrab * 3 MachineGun3 M 4 MachineGun1 * 2 Geddon * 2 Longblade M 1 Muramasa M 1 FullCust * (Regular) 1 Attack+30 * 2 MagCoil * 2 Windrack * ------------------------------ Cross: Killer Rundown: Alright, a bit of an odd folder. The premise is brilliant, though. MachineGun chips only do well if your opponent is in the center row. And if you break all their panels while they're in that row, what can they do? Unless someone actually uses the Shoe programs, you might just force their Beast Out if you're playing a Falzar user. Simply put, MagCoil brings them to the center row, then WindRack pushes them back, Geddon, AreaGrab. This leaves for MachGun in Killer Cross, which can do high damage-- MachGun1 doing 240 and MachGun3 doing 400. This removes traps, along with setting up for Snake. LongBlade and Muramasa come in for support, and seriously help. All in all, a folder that actually focuses on Killer Cross! Nice. Even if they use Invis, your charge shot goes RIGHT through it. Unless they shield. Pros: - Decent synergy - Good damage sources - Trap removal Cons: - Only two Geddons! Two Magcoils! - MagCoil -> Windrack -> Geddon is a choppy combo, might not work the right way - Falzar/Airshoes users kind of shut the entire premise down NOTE: Look at the NC Setups section, this folder requires a specific setup VIj. Mercurialism ------------------------------ 5 Area Grab * 3 Poison Seed * 3 Circle Gun P 3 Flash Bomb 3 P (tag) 3 Anti Damage * 3 Fanfare * (tag) 2 SlowGauge * (preset) 1 Anubis P 1 ProtoMan * 1 Colonel * 1 JudgeMan * 1 KillerMan * 1 Life Aura U 1 CrossDivide D/BugThunder V (Bass F or whatever for Gregar) 1 Full Custom * ------------------------------ Crosses: Killer (Gregar), anything else depending on situation though Rundown: Definitely an interesting folder considering all that can be done against poison in this game. This folder has two SlowGauge chips to make sure that even if your opponent counters yours, you can keep it going at the pace you want. This folder is quite adept at playing mind games with an opponent. All the obstacle chips here do what you intend them to do-- FanFare defends you (maybe even your area), and Anubis poisons them without regard for panels. This might just make your opponent use Dust Cross, which you can cancel out with a well and easily aimed CircGun. LifeAura can force a Tengu Cross, which you can cancel with Protoman, Colonel, or CrossDivide if you have it. Fanfare can draw your enemy's fire while you throw a Flashbomb, which is why they're tagged; and Flashbomb has that nifty blinding along with paralysis. Finally, PoisonSeed might just force an early Falzar Out. It seems like most of the defense here are against Falzar, so it could fall short on a Gregar opponent. This is one folder that I've seen makes good use of the BugThunder chip, as the enemy tries to frantically run around destroying obstacles while on poison panels, and this folder's Areagrabs can restrict the ability to run. Of course, an opponent with Floatshoes can easily be your undoing, which is why this is a Fun Folder. Pros: - Poison damage goes through defenses - CircGun can crush Dust early as well as remove traps - The mind games in this folder do a great job. You can force crosses, draw fire, and even blind - Great defense. AntiDmg, LifeAura, Fanfare's invincibility is impossible to go through; Tango is a suggested program Cons: - Floatshoes, anyone? A well timed Falzar Out can be deadly too - A folder with enough Areagrabs can diminish Poison Seed's utility - ElementMan's Grass Attack - Not many ways to directly damage an opponent, mind games don't do much against a Gregar player ------------------------------------------------------------------------------- VII. Navi Customizer Setups Of course, there's more to a netbattle and your folder than just the chips. Another big part of it is your navi customizer, and what you have in it. With it, you can have up to 8 chips per turn, of 15/16 with Chipshuffle (since it won't shuffle your preset on the first turn), Super Armor, buster plus, HP and more. So of course, we need to have some killer Navi Customizers for use with each folder! Here, I'll list some setups I think are quite good, and what folders work best with each. Let's get on with it. =P Honestly though, most of these work with pretty much every folder-- what you use is up to you. 1. S = SearchShuffle 2 = Custom2 1 = Custom1 B = BugStop A = Attack+1 C = ChargeMax [x][C][C][S][o][A][x] [S][S][C][S][S][A] [S][S][S][S][S] [S][S][S][B] <---- Command Line [o][S][B][B] [o][A][B][B][o] [x][A][o][o][B][o][x] Recommended for: Any folder. Cookie cutter CustMAX, Shuffle, and buster plus setup. 2. B = Bugstop U = UnderShirt A = AttackMAX + = Rapid+1 C = ChargeMAX F = FastBarrier 1 = Custom+1 2 = Custom+2 S = SuperArmor H = HP+400 [o][B][A][A][A][A][o] [B][B][A][A][A][C][C] [B][B][S][S][S][C] [B][U][F][S] <---- Command Line [+][F][F] [o][H][H][H][H] [o][H][H][H][H][o] Recommended for: When you know your opponent has rush >_> 3. B = Bugstop X = FastBarrier S = SuperArmor U = UnderShirt F = FloatShoes 1 = Custom+1 2 = Custom+2 A = AttackMAX R = RapidMAX C = ChargeMAX H = HP+50 [x][B][H][H][x] [B][B][H][H][F] [B][B][F][F] [B][U][X][F][S] <---- Command Line [R][X][X][S][S] [C][C][R][A][A][A][S] [x][C][A][A][A][A][x] Recommended for: Anything. With this, you have FloatShoes, max buster, max custom, Super Armor, and FastBarrier. This is INSANE. 4. G - Bug Stopper S - Super Armor 1 - Custom+1 2 - Custom+2 B - First Barrier F - Float Shoes R - Rush A - Attack+1(x4) 3 - HP+300 [x][A][x] [S][A][A][A] [S][S][R][B][B] [S][F][R][B][G] [F][F][G][G] [F][A][A][G][G] [x][A][A][G][x] Recommended for: When you know your opponent likes Invis. 5. 1 = Custom+1 2 = Custom+2 3 = Bugstop 4 = FastBarrier 5 = SuperArmor 6 = Rush 7 = Beat 8 = HP+500 9 = HP+50 (There's 2) [x][x]    <---- Command Line  [o] [x][x] Comment: Just a great netbattle setup. You'll have CustomMAX, no bugs, begin with a barrier, SuperArmor, stop your opponent's defense, and even null a mega chip. ...Not to mention you'll have 1600 HP. Evil. 6. Liquifier's Setup 1- Custom1 2- CustomShuffler 3- Bugstopper 4- AttackMAX 5- ChargeMax 6- HP+50 7- FastBarr [x][o][x]  [o]  [o][o] [S] [x][o][o][x] 8. Rattle Snake's setup o = Empty Space 1 = Custom+1 2 = Custom+2 3 = Bugstop 4 = UnderShirt 5 = Air Shoes 6 = AttackMAX 7 = ChargeMAX 8 = HP+50 [x][E][E][x] [E] [E][E]  <---- Command Line [E]  [x][x] ------------------------------------------------------------------------------- VIII. Frequently Asked Questions (FAQs) Well, we obviously have quite a few questions that need answers. Let's see what I can pre-empt now. If you have any more you feel should be included, be sure to e-mail me. VIIIa. Japanese-North American name changes Well, to be honest, I've never been one to favor Japanese names. I live in the US, so I tend to be complacent with what I'm given. But some things are just TOO STUPID. Here's exactly what you might be wondering. Aquaman: You might know him as SPOUTman, but I will never, ever refer to him as such. He was Aquaman in MMBN4: Blue Moon, and Aquaman he will stay. This idiotic name change was due to the anime calling him Spoutman. Stupid NT Warrior...Notice, his chip code is A. Killerman: You would know him as ERASEman. Again, I will never call him this. They shouldn't have changed his name to something so...kiddy. I blame soccer moms and their aversion to the word "kill" for this one. HE'S A FRIGGIN' ASSASSIN NAVI FOR CRYING OUT LOUD. Notice, his chip code is K. Chip names: NaviScout = Antinavi Kawarimi = Antidmg Shirahadori = Antisword Areasteal = Areagrab Waraningyou = Vdoll Hakushaku = The Count (A la Boktai). Though our friendly Capcom translated this as "Hackjack"... Ryuuseigun = Meteors (Ryuusei = shooting star. Shooting star gun. Get it? =P) Engetsu Kunai = Moonblade Fuumikomizan = Step Sword Fuujin Racket = Windrack VIIIb. North American Removals Sadly, some things were removed from the North American version of MMBN6. This is frustrating, but what can we do about it? These areas have been REMOVED from the game, and cannot be reached by conventional non-cheating methods. Undernet 3 Immortal Area Graveyard 1 Undernet 3 is just plain gone. Immortal area was the usual Boktai side quest in EXE games since four. We think it was removed because Boktai wasn't popular here, so Boktai 3 was never released here. Graveyard 1 might seem odd, but the Japanese version of MMBN6 had two areas. The first JP area was cut. This area had tombstones for every EXE game in the past, like the stones in the area we see. VIIIc. Supervulcan This chip can be found by beating the final virus battler program. To do that, you have to find and beat every battle (1-4) before that. This is very hard, and on my personal suggestion, find these viruses: Starfish- Aquarium 3 Haunted Candle- Graveyard Cattack- ACDC area EarthDragon- Graveyard DarkMech- Undernet 2, I think Armadill- Green 2 All of them are very useful. Use virus placement strategically-- if you want to use Mettaur and Earthdragon against the dual Pulsebulbs in Virus Battler 4, try sticking the Mettaur in front and Earth dragon in the middle column. This way, the Mettaur absorbs their fire, and can chance a double hit from the Earthd dragon. Just a little advice from me. VIId. Glitches in game Okay, Capcom did screw up a bit in game. The Boktai chips were "removed", but they can still be obtained. The golden mystery datas you'll sometimes come across on the net sometimes yield DjangoV1/2/3, and "Hackjack". Use of these chips WILL FREEZE YOUR GAME. If you come across them, either toss them in the trader, or keep them in your pack for the collection factor. Just don't use them. The "Crossover" PA formed by using Django V1, V2, and V3 still works from what I've heard, but Django is replaced with a white dot. Hehe, white dot of doom. VIIe. E-readers Sadly, there are many ploys for money used by our friendly game creators. One of these would be e-reader cards. Yes, e-readers. See, there are lots of cards for MMBN, but we never get them. There's an entire system for these cards, and can power up Megaman like crazy. Each card is a certain amount of "MB", and can take 80 MB of modification. These include Bass Cross Megaman (Forte Cross Rockman) from MMBN5, just without the look change; as well as BassBX (ForteBX), which combines both cross powers. There's even more fun stuff, and we don't get a bit of it. If you see someone with unusual powers, like beginning battle with a Lifeaura and such, you know you're facing a cheater. ------------------------------------------------------------------------------- IX. Credits Yes, people get credit. I avoided putting people's names by the folders up top, but everyone deserves a little something for making kickass folders and more. - Dark RPG Wizard 06, as always, for inspiring this FAQ so long ago with his Renowned Folder and Combo List. As well as teaching me most of what I know. As this is the last FAQ, here's a big thanks to you, Wiz, for helping me all the way through. - Lord Yawgmoth, for inspiring section IIIn. Pill popping, and how it's bad for you. - Zidanet129 for use of parts of his Cross Guide. - Hotshotz1627 for Einherjar's Judgment and Hole-y Hell, as well as his second opinion on folders. Oh, and the current take on Crossed Blades; so many have done it, but I liked his version. - Nuz for Silver Weapon, Diamond Weapon: Absolute, and Twisted Tantrum. AND Ruby Weapon. AND Hematite Weapon AND all those navi customizer setups. This guy is a MMBN demon. - Taoto for USE THIS: "Undesignated Solar Eclipse Torments Hypocritical Island Surfers", Come Pollenate Me - superSonic01 for "Searing Cold" (Boilers on Ice was his name, but I thought it was a bit lame. >_> sue me) - Psycho K for Conflagration - Shadow4747 for Liquifier and its NC setup - The Tamale King for Rattle Snake - Articanus for Seventeen Soldier Salute - RPGs Rock for Atlas, Snakes on a Train, and Spectrum - Zephyr Delta for Mad Train Runnin' and Shifty Eyes - AJAQ for Siberian Sentence, C-SPAN, Lightning Elemental, and Hellz Rolling - Shinobi for Noise Wheel - ChaosPotatoHead for Endgame - Mercury Wing for Mercurialism, and a whole lot of netbattle videos that have helped me educate my opinion on folders. - Megarock exe for the HP and points of all the obstacles. You're an amazing hacker! - Yen for Cataclysm Spiral - XxSniper for all the debate needed to help me think of the Tides of Battle section. - GameFAQs, for hosting this guide, and all it has done for my life. - CJayC, cause he created this site. Duh. =P - The boards of both GameFAQs Falzar and Gregar version, and all of "The UnderSquare" (TUS) for all the contributions. - And finally, myself; for "The Fourth Spell", and taking all this time to create the FAQ. Thanks for all your appreciation, critiques, and any time spent looking through this FAQ. I can hardly believe I wrote all this! ------------------------------------------------------------------------------- X. Contact info Contact me here at: CloudOmni8@aol.com For any questions, possible submissions, or anything. Thank you for all your time! ------------------------------------------------------------------------------- XI. Legal Jargon All information in this FAQ is copyrighted to Jared Ramos and respective contributors listed in the credits section, the exact date being 7/12/2006, This FAQ may only be posted on GameFAQs or The UnderSquare. If you would like to host this FAQ, contact me by e-mail at CloudOmni8@aol.com. Copyright 7/12/2006, Jared Ramos, under the internet copyright act.
FAQ Display Options: Printable Version